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Home » news » forums » Space Empires V » Space Empires V General

No... it couldn't be... (1.67 beta!)

ekolis's picture
Submitted by ekolis on Mon, 2008-03-10 15:55. Space Empires V General

Aaron has released a version 1.67 beta patch, and he plans to release the official version next week!!!

I'm at work right now so I can't install the patch right now to find out what exactly is new... but he says he's fixed a number of issues reported by players since the release of 1.66, including a lockup when processing end of turn!

‹ How do I use special items while in a fleet? Rescale combat effects ›
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Re: No... it couldn't be... (1.67 beta!)

Submitted by Vince278 on Mon, 2008-03-10 16:12.

Awesome! Smiling

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Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Mon, 2008-03-10 16:54.

Version 1.67:
1. Fixed - Rare game hang during end of turn processing.
2. Fixed - Log window would crash on some occasions.
3. Added - Additional requirement text for the ring world and sphere world generators.
4. Fixed - Ships would uncloak when a game was loaded.
5. Fixed - "No Tactical Combat" option was not working correctly.
6. Fixed - You can no longer jettison enemy troops on a planet you own.
7. Fixed - Join Fleet order now displays with the actual fleet name.
8. Fixed - Enemy ship designs would still sometimes show after a sector view.
9. Fixed - Allegiance Subverter was working against ships with Master Computers.
10. Fixed - Ships no longer drop their cargo when being retrofitted.
11. Changed - When repairs on a ship are complete, its crew is restored to maximum.
12. Fixed - Occasional error in ground combat with large numbers of units.
13. Fixed - "Psychic Ship Training Facility" typo.
14. Fixed - "Psychic Fleet Training Facility" typo.
15. Fixed - Sometimes units could start outside of the retreat circle in space combat.
16. Fixed - The end of turn confirmation dialog was including ships in fleets for its listing
of ships without orders.
17. Added - The end of turn confirmation dialog now lists fleets with movement remaining but no orders.
18. Fixed - Sometimes mine damage would report hitting the wrong player.


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Shrike's picture
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Re: No... it couldn't be... (1.67 beta!)

Submitted by Shrike on Mon, 2008-03-10 17:41.

Number 6 made me ROFL! I had no idea, but yeah, that's one mean bug Smiling Very nice list of game spoiling bugs fixed.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by rahlubenru on Mon, 2008-03-10 17:57.

very much liking 16 and 17, that's been bugging me forever
11 is nice too for deep space retrofitting of crew quaters and life support (i presume that's what it's for)

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Vince278 on Mon, 2008-03-10 19:06.

Number 15 is the biggest one for me. The rest don't impact me that much. Smiling

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Coreyettinger on Mon, 2008-03-10 20:44.

Where can I download this? I checked the Patches section, but that only had 1.66...

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Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Mon, 2008-03-10 21:10.

As has always been the case in the past, beta patches are for beta testers...


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Re: No... it couldn't be... (1.67 beta!)

Submitted by Juju on Tue, 2008-03-11 02:46.

AAAaaaaaaawwwwww ... but then again .. next week isn't that far away Smiling

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Tue, 2008-03-11 02:47.

Ah, number 1. That has been bugging my game. Good to see they managed to fix it.

Any word on the satellite/drone/fighter supply/ordnance bug? I still see it on 1.66. Am I the only one?
Or is this "in the know" and work in process?

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Tue, 2008-03-11 03:26.

Make sure to report any outstanding bugs to se5 at malfador dot com ASAP; don't wait to learn if its "in the know", just email! Smiling


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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Tue, 2008-03-11 04:53.

I think it is still in the bug reports, I updated it some time back. I was under the impression that those are still being worked on, but it could have slipped between the cracks. I actually have few I could report, but I haven't wanted to spam too much, I figured the bug report would be enough.

Umm. If I have a suggestion on what might be the cause of it, would they be interested in hearing it? (to possibly ease fixing the bug?) Or would I only look stupid and would it get my bug report down in priority by few notches?

And out of curiosity, who is responsible for closing the fixed bugs in the issues, so the open ones won't get caught in between?

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Re: No... it couldn't be... (1.67 beta!)

Submitted by crazydog on Tue, 2008-03-11 06:42.

This bug still exist in 1.66.... (ships changing to HUGE size).

http://i240.photobucket.com/albums/ff185/crazy_dog_pt/huge_ships.jpg

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Juju on Tue, 2008-03-11 08:21.

Thats the bug I get most of the time ( after a view hours of playing and switching a lot )

restarting makes it go away, though

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: No... it couldn't be... (1.67 beta!)

Submitted by crazydog on Tue, 2008-03-11 09:42.

Yes thats right, but is annoying....

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Unnamed

Submitted by SmokWawelski on Tue, 2008-03-11 10:23.

With fixes like that, do you think old save games will work?
I could possibly continue my Unnamed AI game that was freezing at the end of the turn now...
Or is it significant of a change to break compatibility with the older MODs and older saves?

Either way - glad to see another patch!

(Sorry for the n00b questions - i just started playing SEV last week and am new to the scene here).

Smok

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Captain Kwok's picture
Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Captain Kwok on Tue, 2008-03-11 11:09.

I don't think any of the changes will negatively impact saved games from v1.66...


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Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Tue, 2008-03-11 11:58.

LordDemon wrote:
And out of curiosity, who is responsible for closing the fixed bugs in the issues, so the open ones won't get caught in between?
I'm pretty sure its never actually been used. AFAIK Aaron's only interaction with it is reading the emails sent when a bug is added to the database. Best to resend such reports via email ASAP.


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Re: No... it couldn't be... (1.67 beta!)

Submitted by apw2 on Tue, 2008-03-11 13:29.

Still no fix for limitless units even when you set a low maximum number Sad

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Re: No... it couldn't be... (1.67 beta!)

Submitted by crazydog on Tue, 2008-03-11 15:15.

what graphic card you have ?

I have 2 computers and this appear pretty fast in the new one (gforce 8800 gts512) and in the late one (gforce 6600gt) but almost never in the old one (gforce 4 mx440).

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Vince278 on Tue, 2008-03-11 17:29.

apw2 wrote:
Still no fix for limitless units even when you set a low maximum number :(

That and the AI still building Intel centers in a No Intel game. Sad

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Varek Raith's picture

Re: No... it couldn't be... (1.67 beta!)

Submitted by Varek Raith on Tue, 2008-03-11 19:24.

For the above three posts, e-mail Aaron these bug reports. Even if you already sent one months ago, send another. It'll help to remind him. Laughing out loud

BTW the e-mail address is:

-----
"Understanding is a three edged sword. Your side, their side, and the truth" -Kosh

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Kianykin on Tue, 2008-03-11 19:47.

Number 6. That's my kind of defense right there lol.

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Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by evilhamburger on Wed, 2008-03-12 02:28.

What about the nug where ships face the wrong way after you move them? eg, the face left after they move right.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Thu, 2008-03-13 18:05.

Did you email the bug to recently, with an attached savegame to facility faster verification?


Version 1.68:
1. Fixed - Ability "Planet Maximum Population" now combines with a sum instead of a max.
2. Changed - Script function "Sys_Change_Planet_Conditions" now takes a real instead of a long.
3. Changed - Script function "Sys_Change_Planet_Value" now takes an additional parameter of the resource type.
4. Fixed - Intelligence action and Event action damaging planet conditions were damaging them too much.
5. Fixed - Improved text for script parser "Incorrect Parameter Type" message.
6. Fixed - Improved text for script parser "Incompatible Types" message.
7. Fixed - Crash with large numbers of stellar object types.
8. Fixed - Sometimes drones would fly beneath their target to ram.
9. Fixed - Sometimes allies would fire weapons on each other during combat.
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
11. Changed - Increased the damage done by black holes.
12. Fixed - AI would sometimes send warnings for actions a player didn't take.
13. Fixed - Intelligence actions would continue to occur even after spending was set to zero.
14. Fixed - The first stellar object should always be in the center of the combat map.
15. Fixed - Unit groups in combat would not give their full supplies and ordnance to individual units.
16. Fixed - Ramming target selection was not taking into account targeted damage.


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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Thu, 2008-03-13 18:21.

Jawdropping! v. 1.68? This is too beautiful to be true...

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Thu, 2008-03-13 18:41.

Why?


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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Thu, 2008-03-13 18:43.

those fixes are so... what I would want

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Thu, 2008-03-13 18:47.

but I would add at least one more:

17. Fixed - Weapons damaging only shields will not fire on a target without shields.

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Astorax's picture

Re: No... it couldn't be... (1.67 beta!)

Submitted by Astorax on Thu, 2008-03-13 23:30.

eh, why would they fire on a target without shields? Or, better yet, if they did fire and did absolutely nothing because there were no shields, what have you accomplished beyond wasting supplies/ordinance?

Seriously, I'm not being facetious, Ender, I'm curious: What would be the point?

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Fri, 2008-03-14 02:08.

Because its completely wasteful to fire weapons on a target that cannot be affected? Could have fired on a different target, waste supplies/ordinance, etc. There is nothing good about it, and everything bad. Plus, it goes along nicely with the related fix:

10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.


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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Fri, 2008-03-14 04:11.

Three cheers for Aaron.

The unit supply was driving me crazy, the drone issue was annoying, and the blackhole was merely icing on the cake. Smiling

Now, to find other bugs and illustrating them. The work is never done, the great game must be ade even greater.

Wait a moment, I just realized:
16. Fixed - Ramming target selection was not taking into account targeted damage.

Is seeker and/or bolt damage done as pseudoramming? Are they affected by this?

Hmmm. Must test as soon as the new version comes out...

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Fri, 2008-03-14 07:20.

Fyron wrote:
Because its completely wasteful to fire weapons on a target that cannot be affected? Could have fired on a different target, waste supplies/ordinance, etc. There is nothing good about it, and everything bad. Plus, it goes along nicely with the related fix:

10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.

Exactly! Astorax, they fire on those targets unnecesserily now.

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Astorax's picture

Re: No... it couldn't be... (1.67 beta!)

Submitted by Astorax on Fri, 2008-03-14 07:21.

I think theres a disconnect here, we're arguing the same thing. I thought YOUR argument was that they didn't in fact fire and you wanted that fixed. I asked why and now both you and Fyron and basically agreeing with me.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Fri, 2008-03-14 07:31.

I know, you did not understand me. My point is that it is the case that needs to be fixed

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Captain Kwok's picture
Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Captain Kwok on Fri, 2008-03-14 08:24.

There was actually a bit more fixing to auto weapon targeting that was not explicitly listed in the change log. It covered off most of the damage types.


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Psieye's picture

Re: No... it couldn't be... (1.67 beta!)

Submitted by Psieye on Fri, 2008-03-14 08:51.

>> 10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.

Woah... with this, I can correct my ship design philosophy - especially towards "Only Shield Generators" weapons on targets that have Shield Regen.

>> 14. Fixed - The first stellar object should always be in the center of the combat map.

Frequently I have had combat where the planet was a long way away from its defensive satellites/bases. Good fix, yes.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Re: No... it couldn't be... (1.67 beta!)

Submitted by SmokWawelski on Fri, 2008-03-14 09:14.

Is the 1.68 still scheduled to come out next week? Can't wait!

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Re: No... it couldn't be... (1.67 beta!)

Submitted by crazydog on Fri, 2008-03-14 09:23.

I hope is 1.69.....

Including the fix for ship size change....

http://i240.photobucket.com/albums/ff185/crazy_dog_pt/huge_ships.jpg

That one is a game killer for me....

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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Fri, 2008-03-14 09:43.

crazydog wrote:
I hope is 1.69.....

Including the fix for ship size change....

http://i240.photobucket.com/albums/ff185/crazy_dog_pt/huge_ships.jpg

That one is a game killer for me....

Why? Doesn't saving, quitting and reloading help?

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pikcachu20's picture

Re: No... it couldn't be... (1.67 beta!)

Submitted by pikcachu20 on Fri, 2008-03-14 09:49.

4. Fixed - Ships would uncloak when a game was loaded.

YAY..............................

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Re: No... it couldn't be... (1.67 beta!)

Submitted by crazydog on Fri, 2008-03-14 09:51.

Yes,

But.....
Right now (mid of a complex game in a galaxy of 180/190 systems) appear almost each turn... so reloading don't resolve.

If i let go, each turn takes 4/6 hours (not joking) and not 5/10 min, and can't process correctly the battles.

BTW, i have a decent machine (Quad 6600 + 2gb ddr2-800 + gforce 8800gts512 + xp pro sp2), with all updates to day (including dx march2008).

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Captain Kwok's picture
Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Captain Kwok on Fri, 2008-03-14 09:54.

I think the problem with the big ships bug is that MM hasn't been able to duplicate it, which means no known cause.


Space Empires Depot | SE:V Balance Mod

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Juju on Fri, 2008-03-14 10:22.

It happens when I play very long times a day.
Or switching alot.
Some times when switching between turns and the ship movement takes place.
or when changing systems after switching.
and of cause after I wake my laptop from hibernation and switch systems or something.

Not always thats true, but thats when it happened.

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Vince278 on Fri, 2008-03-14 19:19.

Not much in 1.68 to excite me. More black hole damage? Don't black holes already destroy ships? Smiling

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Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Fyron on Fri, 2008-03-14 20:21.

No, they just do some damage. 5000 might seem like a lot in the early game, but with the obscenely high number of tech levels in stock, armor gets way up there in structure.


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Re: No... it couldn't be... (1.67 beta!)

Submitted by Mifely on Fri, 2008-03-14 23:44.

I want to see "Fixed: Fighters loaded on carriers which are destroyed before they can launch fighters no longer magically appear the next turn and on top of your defensive force at the warp point you blew the carrier up at."

That one has been around for sooooo long.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Sat, 2008-03-15 16:30.

Mifely, is this really true? It has never happened to me. Hmm, perhaps I have never seen a carrier loaded with fighters being destroyed.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Sun, 2008-03-16 06:01.

It happens occationally, specially around warppoints. The ship exits warppoint at 1 second mark, but first fighters areout at 6 second mark I think. If the ship is destroyed immediately (heavy defense), then the combat might end, before the fighters enter the combat screen. But they still get placed there i nthe strategic screen. This happens with drones and satellites too in theory, but their faster launch might prevent it.

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Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by TakAhLah on Sun, 2008-03-16 13:30.

It happens with sats and dones too...their faster launch rate does not prevent it.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Juju on Mon, 2008-03-17 04:01.

And Mines ?! Laughing out loud
Now that would be fun Laughing out loud

Just send minelayers .. instant free warp point ^^

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Mon, 2008-03-17 08:09.

I think it happens with mines too, but I'm not sure about the effect of those mines. If the ships/units in the hex won't move, the mines won't detonate. But I'm not sure what would happen when the more ships from the invader enter the hex.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Juju on Mon, 2008-03-17 09:00.

BOOOOM !

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Mifely on Mon, 2008-03-17 14:23.

Yep, true. Fighter-laden carriers are one of the best ways to break a warp point defense in both Stock and BM, due to this bug, as long as you're willing to throw the carrier away.

(A) carrier w/90 fighters gets blown up at warp point before ever launching, or after only launching a few fighters == dead carrier, + 0 to 2 waves of dead fighters.
(b) all the fighters that "died" on the carrier actually just *pop* appear on top of the defending force at the warp point -- RIGHT on top, as if THEY were also defending the warp point.
(c) a mess ensues, and if the defenders are unprepared to deal with a HUGE clump of fighters at once, the "orphaned" fighters clean up the warp point.

I think I may have seen it with mines a while back -- I would imagine mines, sats, drones, and fighters probably all get dropped in this manner, if their carrying vehicle is destroyed.

Its the worst issue multiplayer SE5 has at this time, in my opinion.

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Ender on Mon, 2008-03-17 16:03.

Providing it is true it needs to be fixed immediately!!! Have you notified MM?

In the meantime I have to try this on my opponent...

Beware!!! I am coming!

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ekolis's picture
Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by ekolis on Mon, 2008-03-17 18:43.

Version 1.69:
1. Fixed - When opening a warp point, the error message for insufficient distance was incorrect.
2. Added - Script function "Sys_Get_Treaty_Elements_Between_Empires".
3. Added - Script function "Sys_Get_Lightyear_Distance_Between_Systems".
4. Added - Script function "Sys_Get_Space_Object_Order_Type".
5. Added - Script function "Sys_Get_Space_Object_Order_System_Location".
6. Added - Script function "Sys_Get_Space_Object_Order_Sector_Location".
7. Added - Script function "Sys_Get_Space_Object_Order_Target_Space_Object_ID".
8. Added - Script function "Sys_Set_Empire_Fleet_Attack_Formation".
9. Added - Script function "Sys_Set_Empire_Fleet_Defense_Formation".
10. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Strategy".
11. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Strategy".
12. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ids".
13. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ship_Ids".
14. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Loyalty".
15. Added - Script function "Sys_Get_Empire_Government_Type".
16. Added - Script function "Sys_Get_Empire_Society_Type".
17. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Formation".
18. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Formation".
19. Fixed - Shield Imploders were not causing internal damage.
20. Fixed - Weapons will no longer fire on targets that are not effected by the weapon's damage
type's special effect.
21. Fixed - Map creation would crash with more than 2000 stellar objects types. The maximum number
of stellar objects types is now 8000.
22. Fixed - If ground combat is taking place on a planet, the owner of the planet cannot scrap
cargo, jettison cargo, or abandon the planet.
23. Fixed - Organic armor was not regenerating if all of it on the ship was destroyed.
24. Fixed - When one ship rams another, they will both take the warhead damage from both ships.
25. Fixed - All warheads on the ramming ship will be destroyed after a ram.
26. Fixed - AI would delete empty fleets in simultaneous games.
27. Fixed - Maximum units per player per sector were not being enforced.
28. Fixed - "Same As X" planets in SystemTypes.txt were not being named like moons.
29. Fixed - Units can only be launched once per turn.

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: No... it couldn't be... (1.67 beta!)

Submitted by Vince278 on Mon, 2008-03-17 19:17.

I like 27 the best. When is the release date for 1.69 now? Smiling

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Thy Reaper's picture
Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Thy Reaper on Mon, 2008-03-17 19:30.

About 23, I'd think that if all organic armor on a ship is destroyed, it should stop regenerating. There's no reason for components that are basically no longer there to still have an effect.

-----
A project a day keeps the deadline away.

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Captain Kwok's picture
Mod Designer

Re: No... it couldn't be... (1.67 beta!)

Submitted by Captain Kwok on Mon, 2008-03-17 22:25.

I think Aaron might have misinterpreted #23, it was that damaged Organic Armor should regenerate between turns. Not necessarily that it should regen if it all was destroyed.


Space Empires Depot | SE:V Balance Mod

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Re: No... it couldn't be... (1.67 beta!)

Submitted by LordDemon on Tue, 2008-03-18 04:47.

Well, that does it, I'm out of bugs to report. I guess I have to see if I can find new ones before next version.
Any idea when the patch reaches to end user? Is 1.69 going to be given out, or will it be 1.7x?

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Re: No... it couldn't be... (1.67 beta!)

Submitted by SmokWawelski on Tue, 2008-03-18 07:47.

Wow - every time I check in, the news is getting better and better... Cheers to Aaron!

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