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

Version History 1.09 - 1.10

Image de Captain Kwok
Soumis par Captain Kwok le Lun, 2006-10-30 18:33 Space Empires V General

Greetings.

Just an update to keep you guys informed of the upcoming patch and what it has fixed so far:

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.

Version 1.09:
1. Fixed - Possibly fixed error international users were having when trying to load data files.
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
4. Fixed - Recovering a unit in the Launch/Recover window would sometimes leave a blank line.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
7. Fixed - The Fleet Report - Task Forces tab would misposition the text if scrolled.
8. Fixed - The Select Package window would sometimes not let you hit OK.
9. Fixed - The Planet Report - Races tab would sometimes show population amounts wrong for more than one race.
10. Fixed - When colonizing, if you have population in cargo, then the crew of your ship will not become
1M population on the planet.
11. Fixed - Shard Cannon was not increasing damage with level.
12. Fixed - Sometimes ground combat would occur on a ship.
13. Fixed - Buffer Error at the end of combat.
14. Fixed - The combat progress bar would reset after 60 seconds.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.

‹ Bugs I'v found / and some Questions AI mods? ›
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It seems

Soumis par Helker le Lun, 2006-10-30 19:34

It seems that with next patches all the major problems will be solved, that's wonderful Laughing out loud

But still I don't see a fix for neutral Empires not responding to diplomacy messages :S

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What about MP games not

Soumis par RCMP le Lun, 2006-10-30 19:38

What about MP games not loading (save games)?? Kinda a biggie don't you think M&M?

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are neutral empires supposed

Soumis par jheim le Lun, 2006-10-30 20:48

are neutral empires supposed to respond to diplomacy messages?

seriously...or...are they merely supposed to serve as a buffer (of sorts) between players and actual AI empires?

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?

Soumis par Windcast le Lun, 2006-10-30 21:22

Captain Kwok wrote:
Greetings. .... Version 1.09: 1. Fixed - Possibly fixed error international users were having when trying to load data files. ....

Does that include Technology builds not loading when loading your empire in a new game? I find that extremely aggravating.

Also, I've had problems with warp points next to suns only allowing one way travel. Ever hear of that?

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Image de Combat Wombat
Mod Designer

neutrals

Soumis par Combat Wombat le Lun, 2006-10-30 21:25

jheim wrote:
are neutral empires supposed to respond to diplomacy messages?

seriously...or...are they merely supposed to serve as a buffer (of sorts) between players and actual AI empires?

AI neutral empires should act more or less ecactly like normal AI empires except they cannot leave their home system.

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Image de Rilbur

Data Files != Empire Files

Soumis par Rilbur le Lun, 2006-10-30 21:29

Data Files != Empire Files

Data Files are teh fiels that modders change to change the game, not those that contain the empire settings you choose.

So I doubt it.

There are 10 types of people in the world:

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

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Image de Captain Calhoun

Is it possible to get the 1.09 patch?

Soumis par Captain Calhoun le Lun, 2006-10-30 21:59

I'd like to get that one just for the ordanance bug fix.

Even if it's beta and unsupported, I'd be willing to shoulder the risk. Unless it has some other showstopper bug in it.

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Image de Captain Kwok
Mod Designer

Add Ordnance regen to Ordnance Storage

Soumis par Captain Kwok le Lun, 2006-10-30 23:24

Just add ordnance regeneration to your ordnance storage component until the patch is released. See the organic vat component for the regen ability.

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WOO HOO!!!!! Looks like all

Soumis par Wink le Lun, 2006-10-30 23:45

WOO HOO!!!!!

Looks like all of my concerns have been adressed! Soooo.. will we skip 1.09 and go straight to 1.10? I certainly hope so since some of the truly big fixes to me are in 1.10 Smiling just do a rollup MM!!!!! PLEASE GOD PLEASE!

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I agree

Soumis par LordMaliki le Mar, 2006-10-31 00:36

I agree with Helker, I'm tired of having to obliterate them for not responding to my surrender orders Sticking out tongue

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Not sure if the ordance regen actually works

Soumis par Drathmar le Mar, 2006-10-31 01:08

Not sure about this, im currently playing with the balance mod, and I have a fleet. One turn it has full ordance, next turn it has none, no combat in between. I kinda quit at that point, not sure if it will regen it for next turn, then lose it again or what.

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Image de Captain Kwok
Mod Designer

Ordnance and Balance Mod workaround

Soumis par Captain Kwok le Mar, 2006-10-31 01:27

Fleets in the Balance Mod should regenerate at least half their supply for the next turn. Is this the case?

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Ministers still broken for now

Soumis par MrPaul le Mar, 2006-10-31 09:18

NOT that its the highest priority, but its a shame the Ministers in control of colony ships are still broken...

Other than that, I am looking forward to trying the game with the next patch just like everyone else!

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Image de Captain Kwok
Mod Designer

Ministers...

Soumis par Captain Kwok le Mar, 2006-10-31 09:30

It's strange that they are not working because the AI using the ministers just fine. I'll check out if it's a combination of two ministers perhaps that you need to us...

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Thanks...

Soumis par MrPaul le Mar, 2006-10-31 09:51

If you can figure out whats wrong with the colony ministers, please let me know... I have'nt tried population transport minister since the 1.08 patch but they were'nt working either.

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When will this be out?

Soumis par niempi2 le Mar, 2006-10-31 10:30

When will this be out?

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Image de Rilbur

Last I heard

Soumis par Rilbur le Mar, 2006-10-31 10:37

Last I heard, the seventh for 1.09... maybe 1.10 too.

There are 10 types of people in the world:

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

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Image de Combat Wombat
Mod Designer

The patch released on the

Soumis par Combat Wombat le Mar, 2006-10-31 10:45

The patch released on the 6/7th will be 1.11 most likely so there will be even more bug fixes than what is seen here.

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.

Soumis par damador le Mar, 2006-10-31 10:52

or even higher 1.14 or so Smiling

but devs should post patches more often even every .x or "nightly builds"

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Image de Rilbur

WooT!

Soumis par Rilbur le Mar, 2006-10-31 10:56

Cool, I'm glad to hear it'll be 1.11! Laughing out loud

As far as nightly builds go Damador, we'd probably end up with incomplete and useless code unless Aaron is a LOT better than most at being at a good stopping point when stop time comes Laughing out loud

There are 10 types of people in the world:

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

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Fire On bug

Soumis par javaslinger le Mar, 2006-10-31 10:57

Destroying crippled ships with the fire on command appears to be broken. Though not high priority, seems like an easy fix. I hope they get to it as it's annoying to have a bunch of disabled ships hanging around taking up resources through maintenance.

Thanks,

Javaslinger

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Image de Beansly

No Buffer Error fix?

Soumis par Beansly le Mar, 2006-10-31 13:02

For me and alot of other people THe Buffer error after combat crashing the game is a show stopper. I dident see it in the bug list,Was it left out? or did I just not see it?

That error urgently needs patching.

Nevermind, it's #13, I'm a dumbass,

_=Beansly=-

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Mod Designer

13

Soumis par Phoenix-D le Mar, 2006-10-31 13:22

Lucky number 13 on the first list:
13. Fixed - Buffer Error at the end of combat.

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Multi-player....

Soumis par antirelic le Mar, 2006-10-31 18:47

Multiplayer fix?!?

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drones

Soumis par Jaxem le Mar, 2006-10-31 23:44

I've been playing with drones a lot. and one thing is kidna funny. if i have some ships and one launches 4 drones which wipe out the enemy, the drones come back to life after combat, even if they rammed an enemy ship and exploded, they come back to life. i don't see thsi addressed. so anyone else get that result? you can get it in the sim too, just try one or 2 drones on a ship. after the sim is done it leaves the initial amount of drones up, when normally when a ship is destroyed it isn't on the list anymore. try it!

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Image de cordas

I think you might have fixed

Soumis par cordas le Mer, 2006-11-01 03:04

I think you might have fixed this in patch 1.10, but just wanting to be sure.

I have landed troops to invade a planet and successfully destroyed the defenders. However the planet also has a mine in its cargo manifest, this isn't showing up in ground combat and can't be destroyed, so the planet is still successfully defending itself (yes the idea of an underground resistance ala Battlestar Galactica could be fun.....) but when there is no answer to it.....

Another issue I have is when Allied empires ask for help they don't say who they are fighting (as a rule) I have occasionaly had empire x is sabotaging me please help, but generaly its just can you help us we are under atack. If they said which empires they where wanting help against / fighting e.t.c. then it would be possible as the player to get involved either physicaly or diplomaticly.

P.S. its great to know what you are patching, but WHEN IS THE PATCH GONNA GET TO US Smiling P) We want it yesterday Eye-wink

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Bug

Soumis par Canniball le Mer, 2006-11-01 07:38

cordas wrote:
I think you might have fixed this in patch 1.10, but just wanting to be sure.

I have landed troops to invade a planet and successfully destroyed the defenders. However the planet also has a mine in its cargo manifest, this isn't showing up in ground combat and can't be destroyed, so the planet is still successfully defending itself (yes the idea of an underground resistance ala Battlestar Galactica could be fun.....) but when there is no answer to it.....

I have the same problem as you Cordas , I can't manage to have a mine on a planet. At the begining the resistance thing was funny ^^ but now I've had enough of doing that Ground-battle
again and again, so I would like to now if you found a way to repair that bug ???

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Image de Bugbear
Mod Designer

Mine on Planet

Soumis par Bugbear le Mer, 2006-11-01 08:22

I wonder if destroying one of the structures would destroy the mine? Next question is which one might it be? And would it work?

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Image de Combat Wombat
Mod Designer

problem?

Soumis par Combat Wombat le Mer, 2006-11-01 10:14

antirelic wrote:
Multiplayer fix?!?

What problem are you having with multiplayer? I know multiple people running sucessful multiplayer games.

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Mod Designer

fixed

Soumis par Phoenix-D le Mer, 2006-11-01 12:54

Bugbear wrote:
I wonder if destroying one of the structures would destroy the mine? Next question is which one might it be? And would it work?

No, it won't. And this issue has been fixed according to the patch notes.

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