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Accueil » news » forums » Space Empires V » Space Empires V General

1.10 Changelog

Image de Combat Wombat
Soumis par Combat Wombat le Lun, 2006-10-30 18:30 Space Empires V General

This is the change log for the newest patch given to the beta testers.

Version 1.10:
1. Fixed - After using the Fleet Transfer window from the Space Simulator, all controls would be unresponsive.
2. Fixed - When selecting Set Fleets in the Space Simulator window, you are setting fleets for the
currently selected empire in the button panel. Only vehicles and fleets owned by that empire will
be displayed in the Fleet Transfer window.
3. Fixed - Simulated Empires were not getting their strategies from the current player.
4. Fixed - You shouldn't be able to press buttons while a Generate Map is in progress.
5. Fixed - The Launch/Recover Units window would sometimes crash when recovering a unit.
6. Fixed - Sometimes units in cargo would show damage with huge values.
7. Fixed - Sometimes when a planet rebelled and formed a new empire, an error occurred.
8. Fixed - A rebelling planet should start with the technology of its parent empire.
9. Fixed - A ship or unit is destroyed if all non-armor components are destroyed.
10. Fixed - You would get a black screen after the "Processing after all player turns..." was complete and
the autosave was taking place.
11. Fixed - Satellites, mines, and drones were taking part in Ground Combat.
12. Fixed - AI was not laying mines and dropping satellites on warp points.
13. Fixed - AI was not designating enough "Mining" colonies.
14. Fixed - AI was not surveying unexplored systems properly.
15. Fixed - AI was proposing treaties to human players in Team Mode.
16. Fixed - AI's on the same team were not forming the best treaties possible.

‹ Graphic corruption?? Release date? ›
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Image de Kahn
Mod Designer

Only one MAJOR problem!

Soumis par Kahn le Mer, 2006-11-01 18:52

I see nothing addressing game crash after destroying an enemy ship! This has stopped every game I've played dead cold within the first 40 turns or so. It keeps referencing memory addresses that has already been freed up.

Sincerely,
Kahn

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Image de Rilbur

Hm...

Soumis par Rilbur le Mer, 2006-11-01 21:06

Kahn wrote:
I see nothing addressing game crash after destroying an enemy ship! This has stopped every game I've played dead cold within the first 40 turns or so. It keeps referencing memory addresses that has already been freed up.

Sincerely,
Kahn

I think that was in 1.09

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Image de Trithemius

Any fix for the weird

Soumis par Trithemius le Jeu, 2006-11-02 00:10

Any fix for the weird alliance proposal issues up yet?

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Image de Rilbur

I think

Soumis par Rilbur le Jeu, 2006-11-02 00:13

I think I saw something about having the AI make "more reasonable" treaties... dunno if thats what your'e talking about.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Image de Trithemius

Alliance rule change proposal system

Soumis par Trithemius le Jeu, 2006-11-02 00:35

Rilbur wrote:
I think I saw something about having the AI make "more reasonable" treaties... dunno if thats what your'e talking about.

There seems to be an issue with the alliance system. Once in an alliance you can propose changes to the rules of the alliance (basically the same as the treaty elements). I made a proposal, it passed with just my votes, but it has not altered the rules of the alliance yet.

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Image de Kahn
Mod Designer

Great!

Soumis par Kahn le Ven, 2006-11-03 23:54

Rilbur wrote:
Kahn wrote:
I see nothing addressing game crash after destroying an enemy ship! This has stopped every game I've played dead cold within the first 40 turns or so. It keeps referencing memory addresses that has already been freed up.

Sincerely,
Kahn

I think that was in 1.09

There are 10 types of people in the world:

Those that understand binary, and those that don't.

Great! Gimme 1.09 and I'll tell you if it actually works!

Sincerely,
Kahn

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