Version History for Space Empires V --------------------------------------------------- Version 1.17: 1. Fixed - Memory Leak in Game Setup - Generate Map function. 2. Fixed - Tweak to increase numbers of AI Attack ships with size of empire. 3. Fixed - You could add more than 1 Space Yard to a planet using the Build # setting. 4. Fixed - Ground combat was not occuring in Simultaneous Games. 5. Fixed - Ground combat now takes place at the end of all player's turns but before the end of all player's turns processing. 6. Fixed - In Turn Based, only one ground combat was occuring per turn. 7. Fixed - You could launch the Sector View on sectors you couldn't currently see. Version 1.16: 1. Fixed - StellarAbilityTypes.txt now checks each ability for inclusion instead of just picking one. 2. Changed - Increased the combat map retreat radius to 1500. 3. Fixed - Solar Sails had stopped working. 4. Fixed - The tech area "Stellar Manipulation" should have a maximum level of 100. 5. Fixed - Requirement text for "Emergency Propulsion" was wrong. 6. Fixed - More than one Emergency pod could be put on a ship. 7. Fixed - Crew was always being set to maximum. 8. Fixed - Ship capture would never succeed. 9. Fixed - Combat piece list for multiple items would not show ownership changes. 10. Fixed - You were unable to place vehicles in Simulated Combat. 11. Fixed - AI was not getting items after an Accept Gift message. 12. Fixed - AI was switching items in an Accept Trade message. 13. Fixed - TCP/IP Host would not allow players to connect when reloading a saved game. 14. Fixed - "Naturally Happy" and "Naturally Depressed" racial traits were working in reverse. 15. Fixed - Space Yards on vehicles were not getting the correct resource rate. 16. Fixed - Shield Regeneration was not getting the correct value. 17. Fixed - The Ram order in Tactical Space Combat was causing the ship to move to the location and not seek and ram. Version 1.15: 1. Fixed - The Launch/Recover window was not showing the correct units in space during a combat simulation. 2. Fixed - The Launch/Recover window would sometimes not launch a unit and show an empty unit group in space. 3. Fixed - Drones were not dying when they impacted their targets. 4. Fixed - Empires were getting research in areas they didn't have access to via treaties. 5. Fixed - Messages from treaty elements were going to the wrong player. 6. Fixed - Autosave Turns are now saved on the machine and not per game. You'll need to turn this on if you had it on in an old savegame. 7. Fixed - The intelligence event which kills research progress was setting the progress to a giant negative number. This would result in some research areas showing hundreds of turns to complete. 8. Fixed - Speed up for computer player combat. 9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat, blue is the end of all player turns. 10. Fixed - Sometimes combat between AI players would crash and end turn processing would never complete. 11. Fixed - Ground combat between AI players was never ending. 12. Fixed - Some ministers would not work unless the "Vehicle Design" minister was selected. 13. Fixed - Right-clicking on the Victory Conditions would cause an error. 13. Fixed - Warp points should never be placed within 2 sectors of a black hole center. 14. Fixed - The Intelligence button should be disabled in games where intelligence projects are not allowed (the Construction Queues button was being disabled instead). 15. Fixed - A stellar manipulation would only destroy the first stellar manip component on use even if it was already destroyed. 16. Fixed - You can't start a new stellar manipulation while the animation for one is going on. 17. Fixed - Alliances were causing a crash during end turn processing. 18. Fixed - Alliances might cause a crash when the game was shutdown. 19. Fixed - AI messages about alliances sometimes contained unreplaced flags. 20. Fixed - The AI would sometimes tell you to remove your colonies from a system you were not in. 21. Fixed - Some speedups for Game Load and statistics. 22. Fixed - The game now stores each empires specific screen layout and restores it on their turn. 23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show the Login window. 24. Fixed - Atmospheric conversion was not firing off when it should. 25. Fixed - Your vehicle does not get any bonus movement unless it has at least 1 standard movement. 26. Added - Icon over a planet in Tactical Combat if the attacker cannot bombard the planet because of treaties. Version 1.14: 1. Added - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files. 2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had Engines Per Move for troops set to zero. 3. Fixed - The ownership flag for ringworlds and sphereworlds was not next to the planet. 4. Fixed - You had to click on the border of a ringworld or sphereworld to colonize it. 5. Fixed - Ringworlds and Sphereworlds were not centered around their star. 6. Fixed - Sometimes ships starting combat would be outside the retreat ring. 7. Fixed - Fleet members would stop moving after their leader retreated. They should instead move to the same retreat location. 8. Fixed - The "Massive Planetary Shield Generator" was showing the wrong number of shields in its ability description. 9. Fixed - Any ships which retreat from combat will have their orders cleared. 10. Fixed - After a retreat, ships were not facing the correct direction on the System Map. 11. Fixed - Any ship which has been in a sector for a phase, should be considered to be in the middle of that sector for combat placement. 12. Fixed - Sometimes ships would come out of the wrong warp point. 13. Fixed - The Explore order would sometimes give the correct location to move to but the wrong warp point id to warp through.