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

SE:V v1.20 Changelog

Image de Captain Kwok
Soumis par Captain Kwok le Ven, 2006-12-15 17:18 Space Empires V General

A big list of stuff here:

Version 1.20:
1. Fixed - The end of strategic combat would sometimes cause a game crash.
2. Fixed - The start of combat would sometimes take a long time if a large number of units were present.
3. Fixed - If units have not been given a sector position, then they will be arranged around a warp point
(if present) for combat.
4. Fixed - The selected tab button in the Comparisons window was not highlighted on entry.
5. Fixed - Speed ups for computer player movement.
6. Fixed - Computer player might lockup at slow FPS rates.
7. Fixed - Ground combat would continue forever if a non-ground combat unit was dropped on a planet.
8. Fixed - Fleets could be disconnected with ships in multiple sectors.
9. Added - Ships on the Fleet Report now display as they do in the Ship List.
10. Added - Fleets show their movement in the Ship List.
11. Added - "Move Item To Top" and "Move Item To Bottom" buttons on the Set Construction Queue window.
12. Fixed - Maximum damage at range could be a negative number.
13. Added - "Default Empire Option Sort Mounts By Name" to Settings.txt.
14. Added - "Sort Mounts By Name" to Empire Options Window - Display - General Display Options.
15. Changed - In a turn based (sequential turn) game, players have their vehicles movement restored after
they have finished their turn.
16. Fixed - Radiation Bombs were having the opposite effect.
17. Fixed - Upgrading a design with no roman numeral resulted in a design name with a huge number.
18. Fixed - Emergency Propulsion was setting movement to 1 if the vehicle was already at maximum movement.
19. Fixed - "View Weapons Range" in tactical space combat showed the wrong hot key.
20. Fixed - The default key for "View Movement Destinations" is now F5, and the default key for
"View Weapons Range" is F6. These will only be set if you use the Default button in the
Controls window.
21. Fixed - "Change View Mode" in combat was not displaying the new mode in text on the screen.
"Skewed Follow" will keep the map centered on the currently selected piece in combat (you
cannot scroll the map yourself).
22. Fixed - Updated description of "Propulsion Experts" to make it clear that this bonus is only to vehicles
in space (fighters don't get the bonus for ground movement).
23. Note - Afterburners don't add movement to a fighter design. These extra movement points only occur in combat.
24. Note - Fighters have a vehicle size setting "Space Combat Maximum Speed Per Movement Point := 0.002" which
is double what a ship gets.
25. Fixed - Fleet Transfer window was not selecting the first items in the lists by default.
26. Fixed - Hotkey for building a stellar construction would cause an error.
27. Fixed - Warp points moved by stellar constructions would leave the warp point destination.
28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games.
29. Note - If you use Transfer Cargo to load cargo or drop cargo in a Simultaneous Game, you need to give
the ship orders to move to the location first. Same goes for Launch/Recover.

‹ God smote my battleship Militia per population too low, and the Weenie Rush uber-strategy ›
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Image de redbullbear68

#8 was my bug. I feel so

Soumis par redbullbear68 le Ven, 2006-12-15 17:32

#8 was my bug. I feel so validated. Smiling

Kerry-

"...I say we must move forward, not backward, upward, but forward, and always twirling, twirling, twirling towards freedom!"
-Kodos for President

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.

Soumis par damador le Ven, 2006-12-15 18:01

# 5 # 17 that happened to me

ETA on release ? b4 christmass ?

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HUGE update!

Soumis par Helker le Ven, 2006-12-15 18:19

This is a HUGE Changelog! Laughing out loud

Keep up the good work Eye-wink

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In time for Christmas would be nice...

Soumis par raynor le Ven, 2006-12-15 18:19

I thought someone said the 18th. But I couldn't find where I read that. I hope the patch is released in time to start a new game during my week off at Christmas. I'll keep my fingers crossed.

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Mod Designer

Patch...

Soumis par Captain Kwok le Ven, 2006-12-15 18:35

FYI, Patch should be on Monday...

-----

Space Empires Depot | SE:V Balance Mod

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Image de cordas

Hmmm a change log on Friday

Soumis par cordas le Ven, 2006-12-15 18:48

Hmmm a change log on Friday and the patch on Monday, guess I was right with 1.21 then Smiling I take it there isn't going to be much added from 1.20 to 1.21 then....

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Freakin' awesome!

Soumis par _squeege_ le Ven, 2006-12-15 20:55

There are like 6 different items in this list that have been affecting me! I am so looking forward to Monday! Very very nice!!!

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Hopefully #28 will remedy

Soumis par Gusset le Ven, 2006-12-15 21:00

Hopefully #28 will remedy what drove me crazy in my first PBW game.

This is a good list. Keep it coming. Smiling

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Too bad no AI improvements

Soumis par Jmendes le Ven, 2006-12-15 21:07

Too bad no AI improvements yet

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Impressive

Soumis par evilginger le Ven, 2006-12-15 21:50

A substantial change log which blows my estimate out of the water as it’s about three times the size I expected of a change log from previous experience. I am not disappointed about the lack of AI improvements because there is time for that and there are still bugs to be squashed and more obvious improvements to be made. I would now guess 1.22 Monday Tuesday with 1.21 & 1.22 being relatively small change logs

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Image de Rilbur

Modders

Soumis par Rilbur le Ven, 2006-12-15 23:05

Jmendes wrote:
Too bad no AI improvements yet

Modders are already working on it... some of them have even reached something resembling release candidites (sp)!
_______________________
There are 10 types of people in the world:

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

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AI Changes

Soumis par evilginger le Ven, 2006-12-15 23:16

AI changes are really improvements so I really don’t think we will get them whilst people are still reporting Bugs some of which aren’t bugs but local problems I am sure.

A lot of AI improvements are being done by Modders and the only real change to the core game need to assist this is the introduction of specific AI memory as I have mentioned else where, give our very able Modding community that little bone and they will run with it I am sure

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Making some progress I see.

Soumis par JakeCourtney le Sam, 2006-12-16 00:29

Making some progress I see.

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My 2 cents

Soumis par richie le Sam, 2006-12-16 05:05

First: long time ago smart people invented wheel. Later other smart people invented torrent. Just use it to release the patch damn it.
Second: captain Kwok, tell me balance mod will work with new patch, pretty please??

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Deconscruct and Analyze

Soumis par Lastdreamer le Sam, 2006-12-16 06:12

But yet nothing about the Deconscruct and Analyze bug?

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Re balence mod

Soumis par evilginger le Sam, 2006-12-16 06:20

I am sure if the patch does break the balance Mod then there will be a version of the balance Mod released shortly there after. Indeed if I remember correctly the good captain did mention something about leaving the next version of the Mod until after the next stock patch as I think Kwock has some tweaks in mind already and is thinking he might as well attach any compatibility patch to it

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Deconstruct and analyze not

Soumis par ShunterAlhena le Sam, 2006-12-16 08:19

Deconstruct and analyze not giving proper techs has already been covered in 1.18 or 19, cannot remember which. But it's accounted for.

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thats fixed

Soumis par evilginger le Sam, 2006-12-16 08:31

Deconstruct and Analyse has defiantly been fixed and the fix will be in the next patch check the other post 1.17 change logs its in one of them

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Image de Captain Kwok
Mod Designer

Patch Matters

Soumis par Captain Kwok le Sam, 2006-12-16 09:56

There will be a patch for the Balance Mod once the SE:V patch it out.

-----

Space Empires Depot | SE:V Balance Mod

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More Crash and Burn Bugs Squashed

Soumis par Omnius le Sam, 2006-12-16 10:05

I'm glad to see more crash and burn bugs squashed. Some look like they might have been what crashed my 1.17 game. Let's hope that's the last of the crash and burn bugs.
Omnius

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Image de Rilbur

"QA" (Beta testign)

Soumis par Rilbur le Dim, 2006-12-17 11:52

richie wrote:
First: long time ago smart people invented wheel. Later other smart people invented torrent. Just use it to release the patch damn it.

The patch isn't ready yet Laughing out loud

Has to go through QA, after all. We'll probably (hopefully) get another build out of it come monday.
_______________________
There are 10 types of people in the world:

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

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#8 (fleet disconnected) and

Soumis par Lord_KiRon le Dim, 2006-12-17 14:43

#8 (fleet disconnected) and #17 (huge strange numbers in names) are my favorite Smiling

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Ok, so from a few annoyances

Soumis par Dizzy le Dim, 2006-12-17 14:51

Ok, so from a few annoyances bugs there's the serious one of fleets not doling out the proper supplies and such leaving some ships with no supplies at all? That's a game killer for me. So this is gonna be left after the patch comes out this week?

If that's the case, that sux... I can't play the game this way and can hardly recommend it to anyone else in that state. Let's hope it gets fixed soon...

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Image de Psieye

Mmm? Isn't that for fighters?

Soumis par Psieye le Dim, 2006-12-17 16:38

Ships in fleets ending up with 0 supplies while others get all the supplies? Isn't htat for fighters/satellites in unit groups? Or do you mean that some ships get ignored from the sharing?

Oh though the other bug which I'm not sure got fixed: the code to look up a player's score in order to determine victory conditions and the Mega Evil trigger.

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Image de cordas

whoda thunk it, a quote

Soumis par cordas le Dim, 2006-12-17 19:46

Lord_KiRon wrote:
#17 (huge strange numbers in names) are my favorite :)

*LOL* I am sure if you ask really kindly and offer Aaron loads of chocie biccies or something he will add in a feature that will generate random numbers at the end of your ship name for you when you upgrade....

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Image de Rilbur

Quote:Note - Fighters have a

Soumis par Rilbur le Dim, 2006-12-17 21:20

Quote:
Note - Fighters have a vehicle size setting "Space Combat Maximum Speed Per Movement Point := 0.002" which is double what a ship gets.

Stupid question, but does that mean ships have seperate tactical/strategic speed per movement point ratings? ./visions of mod fun dances in his head
_______________________
There are 10 types of people in the world:

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

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Scores

Soumis par Brad le Lun, 2006-12-18 00:29

Psieye wrote:
Oh though the other bug which I'm not sure got fixed: the code to look up a player's score in order to determine victory conditions and the Mega Evil trigger.

Not exactly sure what you're asking here, but if it's what I think it is: you can set this during the game setup. One of the options is to be able to see: only your score; scores of all allies; or scores of all players.

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Image de Psieye

No, I meant

Soumis par Psieye le Lun, 2006-12-18 04:19

Brad wrote:
Psieye wrote:
Oh though the other bug which I'm not sure got fixed: the code to look up a player's score in order to determine victory conditions and the Mega Evil trigger.

Not exactly sure what you're asking here, but if it's what I think it is: you can set this during the game setup. One of the options is to be able to see: only your score; scores of all allies; or scores of all players.

The game itself cannot tell what the scores are. You can never win through "first to get this score" or "have +200% score of 2nd player". Also, the AI never ever declares you as the Mega Evil empire - where all AIs break treaties and declare war on you because you got too big.

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Image de Vilus

NO MP ????????????

Soumis par Vilus le Lun, 2006-12-18 07:33

No MP big fixed yet... That is what i asked for X-Mas. There is no Santa Claus!!!

Live by the sword, die by the sword...

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Weapons?

Soumis par Exile1A le Lun, 2006-12-18 09:09

NO weapon fixes yet.. Sad

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Image de Psieye

Weapon Fixes?

Soumis par Psieye le Lun, 2006-12-18 11:24

Why should time be wasted fixing the stock weapons? That's the job of mods - bugs that can't be fixed by mods are more urgent. In my view, stock data files (weapons, etc) are simply there as code examples with balance not being a priority. We play a game for tens of hours - it's not asking much to spend a tiny fraction of that time tweaking weapons and other settings to make sure it's enjoyable to our personal tastes.

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Good point

Soumis par Exile1A le Lun, 2006-12-18 11:43

Maybe I should download the Editor.....

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what?

Soumis par Jmendes le Lun, 2006-12-18 12:14

Psieye wrote:
Why should time be wasted fixing the stock weapons? That's the job of mods - bugs that can't be fixed by mods are more urgent. In my view, stock data files (weapons, etc) are simply there as code examples with balance not being a priority. We play a game for tens of hours - it's not asking much to spend a tiny fraction of that time tweaking weapons and other settings to make sure it's enjoyable to our personal tastes.

I think mods should be about tweaking, not fixing grotesque unbalance issues and errors. They should be a plus, not a requirement. And to let the players do the fixing themselves is just so wrong. Even so I believe most players dont have the time or patience to mess around the game inner workings.

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Image de Captain Kwok
Mod Designer

Should be fixed, but lower priority than crash bugs

Soumis par Captain Kwok le Lun, 2006-12-18 12:21

I agree. The most blatant data file issues (and AI too) should be addressed once the major game-breaking bugs are fixed - which seems to be the point the game is approaching.

-----

Space Empires Depot | SE:V Balance Mod

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Image de cordas

Any clues as too when the

Soumis par cordas le Lun, 2006-12-18 12:34

Any clues as too when the most anticipated patch is going to be released Kwok?

As for the whole "fix stock" debate, I think stock does need fixing and improving. Its all very well that there a number of people working hard on making excellent mods, but not everyone wants to (or is able to) play mods.

The stock game needs improving, but as been said elsewhere lets get the game fixed first and the UI working the way people want it to work. I also wonder if Aaron would be able to incorperate the work done in some of the mods into the "offical" stock game, such as Kwoks and Maran's improved AI.

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today

Soumis par damador le Lun, 2006-12-18 12:55

last 2 patches was released about this time
19 CET +1

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showers good (random quote)

Soumis par evilginger le Lun, 2006-12-18 12:59

I am beginning to expect at least one more change log to appear before we get a patch as the rumours had it that it was due today(Monday) and I am coming to think the end of the week just in time for all those people like my Bro who are getting SEV for Christmas

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Image de Psieye

SE V, game or language?

Soumis par Psieye le Lun, 2006-12-18 13:02

Exile1A, there is no editor. You just go into /Data and fiddle with .txt files. I wouldn't be saying this if modding for SE V was hard.

Yeah, it's down to perspectives - I never did view SE V as a game to be played straight out of the box. It's a very extensive toolset to let you experience the game you want. But yeah, I understand that most players may not have the patience to fiddle with the data files (if we have time to play an SE V game, then we have enough for the fraction of that time to make a few tweaks), or know where to find the appropriate mods others have made. Stock files can be upgraded and changed later - maybe using proven mods to save time. But as has been mentioned by others, I'd rather the important fixes were done first, then sort out the .txt data files.

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not realy

Soumis par damador le Lun, 2006-12-18 13:11

Psieye wrote:
Exile1A, there is no editor. You just go into /Data and fiddle with .txt files. I wouldn't be saying this if modding for SE V was hard.

www.devnullsoftware.com/se5/ Smiling

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Image de Psieye

I see

Soumis par Psieye le Lun, 2006-12-18 14:06

I stand corrected.

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