Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 3 users and 143 guests online.

Online users

  • GambitUK
  • marhawkman
  • Darth Ruinus

Languages

  • English English
  • French French

Browse archives

« Août 2008  
Lu Ma Me Je Ve Sa Di
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Home » news » forums » Space Empires V » Space Empires V General

SE5 Beta 1.74 Changelog

ekolis's picture
Submitted by ekolis on Fri, 2008-05-30 19:23. Space Empires V General

Wow, Aaron's really on the ball this week... Laughing out loud

I also reported a bug causing combat replays to appear in simultaneous games when ships trigger a minefield, but he didn't get the savegame I sent him in time to get a fix into this patch...

/me especially likes #6 - shipset designers no longer need to worry about firing arcs unless they REALLY want their ships to look "perfect", and shipset can no longer be "handicapped" by not giving them a full set of arcs without explicitly specifying in a mod that they are not to get the full 360 degree firing arc! Eye-wink

Version 1.74:
1. Fixed - AI script for purchasing initial technology would sometimes repurchase existing levels.
2. Fixed - "Sys_AI_Setup_Get_Research_Points_Remaining" was returning an incorrect value.
3. Fixed - "Sys_AI_Setup_Select_Tech_Area" was returning false incorrectly at times.
4. Fixed - In a no intelligence game, the AI would still build Intelligence facilities.
5. Fixed - Sometimes the processing of a game turn could result in an unloadable game file.
6. Added - "All Shipsets Get 360 Degree Center Firing Point" to Settings.txt. This field adds an
additional firing point to all shipsets that is directly in the center of the ship and
fires in a 360 degree arc. This field is mainly used for shipsets that don't have a complete
firing field for their ships.
7. Fixed - The expected benefits for a tech level would sometimes not show all items.
8. Changed - Decreased damage per level increase for smaller weapons.
9. Fixed - In Simultaneous games, changes made to a planet would not be included in the orders file if
the player made the changes, saved the game, and reloaded the game before ending their turn.
10. Fixed - May have fixed the duplicating design problem during simultaneous games.
11. Fixed - Long text strings without spaces would sometimes not be displayed in message boxes.
12. Fixed - Sometimes the combat replay log file would get junk in it.

‹ Space Ports in DEvnullMod Are specialty mines broken? ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Thy Reaper's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Thy Reaper on Fri, 2008-05-30 23:19.

My most recent game was killed by something, hopefully #5 fixes it (since it wasn't the other problem from another beta log).

Yay for 6, I can finally use the klingon set without fear of being destroyed while fleeing.

Hopefully #8 helps balance fighters out a bit.

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

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by gnosis on Sat, 2008-05-31 02:55.

I'm happy and confused about No 8. Is Aaron doing balancing work on the stock game or are we supposed to do that?

If he does then he has to fix a gazillion *known* things and problems in the stock game.
If he doesn't then why waste time on it?

?

» login or register to post comments
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Fyron on Sat, 2008-05-31 03:28.

Aaron will make balance changes if something is extremely out of whack, but he generally does not do much fine-tuning after the game is released.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Shrike's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Shrike on Sat, 2008-05-31 06:46.

Ha, RESPECT for what he's doing now! These are all very welcome fixes. Just a question regarding mods:

8. Changed - Decreased damage per level increase for smaller weapons.

I would hope this does not affect mods but just the stock game?

----------
See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Blubel on Sat, 2008-05-31 08:07.

He is sleeping some time, isn't he? Eye-wink If not, good for us, too.

@ Shrike: It will not, as long as the mod has its one components.txt (which almost all will have).

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Shadow hornet on Sat, 2008-05-31 10:20.

no 8 may let me use ships more then fighters.
I hope I can get this update soon!

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Thy Reaper on Sat, 2008-05-31 14:51.

As Fyron said, Aaron focuses on major things, but if you can point out specific imbalances, and back up your argument as to how things are imbalanced, he's likely to take some time to correct it.

In the 1.30 era, I think I convinced him to do the first weapon rebalancing, which brought weapons much more inline with each other. I followed that up recently, by describing how different the damage density (dmg/kT) was between small and large weapons - for some things, it was up to 8x greater for the small weapons.

So if you can take the time to show the actual imbalances, and suggest a fix that's not too outrageous, it might get done.

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

» login or register to post comments
Diz Buster's picture

Re: SE5 Beta 1.74 Changelog

Submitted by Diz Buster on Sun, 2008-06-01 11:20.

It seems to me that is no possible to bombard or capture a planet if you have flagged the rule "No bombard planet allowed" with any race!.

Example If I'm at war with the phong I can't capture any planet of them if I have a treat with Eris conf with "No Bombard planet".
I think If I'm at war with a race everything shuld be possible.

Do you?

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Shadow hornet on Sun, 2008-06-01 13:27.

I think you can capture a planets but not bombard planets if you have that "No bombard planet allowed" with any empire.

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Sun, 2008-06-01 14:08.

I'd like to know, is Long Range Engage Distance "fixed"? Or no more hit-and-run tactics for us? If this is the case, seekers probably should be rebalanced in most of the mods...

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by StellarRat on Sun, 2008-06-01 23:16.

Anyone know when this patch might be released? I have a whole fleet of ships that I can't unmothball in the middle of my game. I don't really want to start over. Or alternately, is there some trick or save hack I can do to get them unmothballed?

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Mon, 2008-06-02 05:14.

You could try suscribing as a beta-tester...

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Jozsf on Mon, 2008-06-02 06:21.

The odds are good that this patch will probably break your current saved games. (based on the fact that most patches have broken the saved games)

If you have a treaty with ANY race that you agree NOT to do something (bombard, viral etc.) then you cannot use those tactics against ANY race, until you break that treaty.

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Captain Kwok on Mon, 2008-06-02 09:37.

Actually, most patches don't break saved games. So far, there's no changes in the beta that would effect saved games from v1.71 etc.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by StellarRat on Mon, 2008-06-02 14:35.

So, no estimates on the patch release date? Anyway, to force my fleet to unmothball besides the command itself? Can I alter some data in the save game file?

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Shadow hornet on Mon, 2008-06-02 16:42.

you may unmothball your ships IF you can go back to 1.66, but I don't know if you can go back from 1.71.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by LordDemon on Tue, 2008-06-03 07:53.

Since the small weapons got changed (good thing IMO), I'd like to ask what is peoples opinion about mine warheads: IMO the problem is that the damage increase is too small compared to the cost increase (for standard mine warheads, special damages are different.) This added to the ease of sweeping mines makes the cheapest mines most effective (though the 100 mine limit is making mines quite useless in general).

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Isdahl on Tue, 2008-06-03 08:15.

To me, mines are like barbed wire, they're not there to win the war, or hold the border, but just another obsticle to deal with. I always in clude 2 to 3 dif type satelites in my mine fields just for the sweepers and a few fighters (if i can afford them) just for fun. I want the enemy to know...i know he's there and if i get a ship or 2 along the way....good, i hope it hurt, and think of what u have to look forward to when u meet my fleets. I honestly dont worry too much about mine size becuase i use them as warning bells mostly with a little kick to go with them. But with out some satellites to help protect the field, then to me, they're pretty uselessly swept away, and then what would be the point.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by marhawkman on Tue, 2008-06-03 09:55.

yeah sweepers need to be rebalanced. being able to safely annihilate the biggest most powerful minefields possible with one ship? barf!!!!!

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by StellarRat on Tue, 2008-06-03 10:35.

I wasn't able to load my game in 1.66 so I just built a whole new fleet and scrapped the mothballed one for resources.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Helker on Tue, 2008-06-03 14:26.

Firing arcs? What firing arcs? Did I miss something? O_o

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Captain Kwok on Tue, 2008-06-03 14:47.

All ship models have firing arcs for weapons animation purposes - ie beams don't cut through ships etc. Some custom sets did not have 360° coverage, so they wouldn't be able to fire weapons in some circumstances. The recent fix is to add a "central" firing point that can cover any direction as a backup.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Helker on Tue, 2008-06-03 14:52.

Captain Kwok wrote:
All ship models have firing arcs for weapons animation purposes - ie beams don't cut through ships etc. Some custom sets did not have 360° coverage, so they wouldn't be able to fire weapons in some circumstances. The recent fix is to add a "central" firing point that can cover any direction as a backup.


Space Empires Depot | SE:V Balance Mod

Oh... so that is just a visual fix, sort of... what a shame, I thought that firing arcs were actually implemented in one of the latest beta patches... *sigh*

Ok, I'm going back lurking Sticking out tongue

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Tue, 2008-06-03 15:03.

BTW, where is the setting for maximum number of mines in a sector? I didn't find it in Settings.txt ...

» login or register to post comments
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Fyron on Tue, 2008-06-03 15:32.

Its in the vehicle unit types file.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Brad on Tue, 2008-06-03 16:27.

I don't see what the big complaint is over maximum number of mines. It was the same in SEIV. This isn't a new thing, it was always intended, just never implemented.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by LordDemon on Wed, 2008-06-04 01:50.

Problem is that the limit is too low and artificialcompared to minesweepers efficiency. 3 high level minesweepers will clear 100 mines. It seems to me that the mine limit is a left over. We now have the "max units in space" limit we can change when we set up the game. I'd prefer the stock to have very high limits for individual unit types, and rely on the max unit number instead.

Also, can someone explain why mines, satellites and drones are limited to 100 pcs, and fighters to 100 000 pcs?

» login or register to post comments
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Fyron on Wed, 2008-06-04 04:24.

The problem is not the sector mine limit, it is in the sweepers.

2 + (([%Level%] - 1) * 5)

That's a bloody ridiculous formula for the mine sweepers... should be more like:

1 + ([%Level%] / 2)

But as we all know, the stock data set is filled with such insanities, and there isn't much that can be done about it at this point... gotta survive on a strict regimen of mods. BM's is pretty crazy at 5-10 per comp as well, but at least its not 42!


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by marhawkman on Wed, 2008-06-04 09:43.

YEah... that makes mines almost a waste of time. Sad

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Vince278 on Wed, 2008-06-04 12:23.

I've been complaining about #4 to whomever will listen since the beginning. Its about freaking time! Sad

If 1.74 won't break save games then it will also be safe for PBW games in progress? Smiling

» login or register to post comments
ekolis's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by ekolis on Wed, 2008-06-04 13:23.

#4? That's not a bugfix, it's an attempt to take over the world! See, in "no intelligence" games, what REALLY happens is the game fires a Stupefier Ray at all the emperors before the game starts, removing their intelligence. Without any intelligence, the AI doesn't REALIZE that it's not supposed to build intel facilities, but the PLAYER, not being part of the game, can cheat and get around the restriction by simply looking at the game setup file and realizing that the intel facilities he builds will have no effect.

This "bugfix" doesn't affect the AI any; instead, it actually is an advance in Psionic Weapons technology that Aaron incorporated into the game; now the game is capable of FOOLING the player into building intel facilities to handicap himself vs. the AI, but the intel facilities don't actually appear on planets anymore when they're built!

What's next? Well, I might be violating my NDA, but I kind of suspect Aaron will be using this new Psionic Weapons technology to affect the 2008 US Presidential election... he might be already, who would have thought that a black man and a woman would appear as potential candidates in the SAME year??? Sticking out tongue

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

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Wed, 2008-06-04 17:31.

Laughing out loud

I have to take back what I said about long range being completely broken : It's not COMPLETELY broken, you just have to have a ship that has a longer range and faster than before - +1 speed and +20 range compared to the second ship is not enough anymore. Maybe it's a good thing for balance finally?

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Vince278 on Wed, 2008-06-04 19:36.

From the AI point of view humans always cheat shamelessly. Smiling

As for the 2008 election the black man and the woman are in the same party. Democrats as a whole like to appear progressive but are rarely serious about winning. When it comes down to the general election people will rather vote for the geezer in the other party. Democrats since FDR that won did it not because they were liked but because their opponent was disliked. Guess I'm a cynic. I could be wrong but when it comes to politics nobody is right all the time. Smiling

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by AndreyKl on Thu, 2008-06-05 03:56.

8. Changed - Decreased damage per level increase for smaller weapons.

this is good, but i prefer more powerful Emissive Armor.
I hope Small Rocket Pods demage was not changed.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by marhawkman on Thu, 2008-06-05 05:03.

I hope not. Small rocket pods was one of the worst ones. HALVED damage would still be good for it.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Gusset on Sun, 2008-06-08 18:31.

#9 - woohoo! (I sent that one in with saves about a month ago) Perhaps with the next release we can take our turns in monster PBW games over multiple sessions, instead of needing to block off 2-3 hours.

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Sun, 2008-06-08 19:06.

Actuall, I don't remember to have this problem. I did one of my latest turns in 6 times.

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Vince278 on Mon, 2008-06-09 12:01.

I once submitted a turn that was ignored and the AI took over for me. Perhaps #9 will fix this. Smiling

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by Octuro on Mon, 2008-06-09 12:42.

Is there a release date for this patch? Or somewhere i can track the progress?

» login or register to post comments
TakAhLah's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by TakAhLah on Tue, 2008-06-10 06:07.

The patch is out on steam first for a change it seems!

----------------------------------------------------------------
Join PBW Emperor Of The Universe League Today. Follow the Link to EOTU
http://thewelloftakahlah.spaces.live.com/blog/

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by M--5 on Tue, 2008-06-10 09:55.

Will it break save games?

Compatible with Balance Mod 1.14?

» login or register to post comments
BlackSwan's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlackSwan on Tue, 2008-06-10 11:25.

It's at http://www.malfador.com/

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Tue, 2008-06-10 12:02.

Yay!

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by Captain Kwok on Tue, 2008-06-10 13:07.

I'm not sure if BM v1.14a works correctly with the v1.74 patch. I'll try and post a BM v1.14b later this evening.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: SE5 Beta 1.74 Changelog

Submitted by AndreyKl on Tue, 2008-06-10 15:17.

Patch already realised download at malfador

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Tue, 2008-06-10 15:45.

And here's the link:
http://www.spaceempires5.com/files/se5patch_v174.exe

» login or register to post comments
ekolis's picture
Mod Designer

Re: SE5 Beta 1.74 Changelog

Submitted by ekolis on Tue, 2008-06-10 16:23.

FYI, Balance Mod 1.14a loads into SE5 1.74 with no problems. Haven't tried actually starting a game, so there may still be issues with AI scripts and end-turn scripts, since the signatures of some script commands changed...

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

» login or register to post comments
BlueTemplar's picture

Re: SE5 Beta 1.74 Changelog

Submitted by BlueTemplar on Tue, 2008-06-10 17:04.

Unnamed runs fine.

» login or register to post comments
benc's picture

Re: SE5 Beta 1.74 Changelog

Submitted by benc on Tue, 2008-06-10 17:28.

at last)

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Bigger Map as in Bigger :)
  • Known SE5 v1.74 Bugs
  • Wepons Mod
  • Editing max systems in settings.txt
  • Space Empires V 1.74

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Capturing Tech
  • Like my new Sig? (and thanks for SE:V!!)
  • AI and challenging games?
  • Why won't ministers work with population transports.
  • SEV Annoyances and comments
(c) Strategy First, Inc. All rights reserved.