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

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

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

Rechercher

Qui est en ligne

Il y a actuellement 3 utilisateurs et 151 invités en ligne.

Utilisateurs en ligne

  • smart
  • Pham Nuwen
  • Faithful

Languages

  • English English
  • French French

Parcourir les archives

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

SE:V Changelog v1.23

Image de Captain Kwok
Soumis par Captain Kwok le Sam, 2007-01-20 11:34 Space Empires V General

The goods:

Version 1.23:
1. Fixed - Ships were launching too many fighters in a combat replay.
2. Fixed - Not all fighters launched were showing up in the combat replay.
3. Fixed - The Combat Replay would sometimes show double damage from weapons.
4. Fixed - Improved some of the choppy movement of units.
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and
it will not skip that section entirely when applying damage.
6. Fixed - Script function "Sys_Can_Facility_Be_Upgraded" was not working.
7. Fixed - AI was not upgrading its facilities correctly.
8. Fixed - Improved AI purchasing of vehicles.
9. Added - Script function "Sys_Get_Facility_ID".
10. Added - Script function "Sys_Get_Highest_Facility_Level".
11. Added - Script function "Sys_Get_Planet_Physical_Type".
12. Added - Script function "Sys_Get_Planet_Atmosphere_Type".
13. Fixed - Improved AI selection of Colony Ships to construct.
14. Fixed - Improved AI selection of attack system.
15. Fixed - Resupply At Nearest order would sometimes send you to a place which had ordnance but no supply.
16. Fixed - Ai would sometimes gives its fleets the same ID number.
17. Fixed - Builtin script function "reallist_set" was not working.
18. Fixed - Component information should show on the Design report when looking at Enemy Designs in the Designs
window.
19. Fixed - When a non-owner views a vehicle design report, the "Obsolete", "Maintenance Cost", and "Strategy" should
not show even in combat.
20. Changed - Increased the happiness for planets when their ships are in the same system or sector.
21. Fixed - AI was not sending ships to planets when they were rioting.
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.

‹ Unable to Save Retreat, combat, and you ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de crazydog

SE:V Changelog v1.23

Soumis par crazydog le Sam, 2007-01-20 11:56

22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.

If i have some of mi ministers disabled (design ships for exemple), this override that and change mi designs ?

Because i like one option that run X turns (like 5 until next update of zzz) but don't change mi options.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Looks good!

Soumis par Dizzy le Sam, 2007-01-20 12:06

Looks good!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Are TF formation fixes on the short list?

Soumis par Gusset le Sam, 2007-01-20 15:52

Several combat-related fixes in this one, which is good.

Is there any word on whether Aaron has it on his list to fix the way fleet and task force formations are handled? When using programmed strategies (for use in simultaneous games), sometimes things behave a little funny, at least in the combat simulator.

For example, I often see occurrences where the core ships will arrange themselves OK, but don't wait for escorts and pickets to get into position before heading off toward the enemy. I also frequently see instances where some ships in the task force move at their own maximum speed, rather than slowing down as appropriate (usually escorts).

Finally, I also notice that ships in general (in a task force or not) seem prone to retreating when all of their main weapons are destroyed, even when the programmed combat strategy does not call for it. This is counterproductive when the ship in question still has plenty of point defense weaponry, and is supposed to be part of an anti-missile screen.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Thy Reaper
Mod Designer

Another thing

Soumis par Thy Reaper le Sam, 2007-01-20 16:01

I noticed another thing regarding task forces today:

I had a fleet with one task force attack two colony ships. The task force automatically breaks formation, so I just ordered two different groups of ships to attack one or the other of the colony ships. The automove did not follow its target, but rather followed the target of the task force leader (as far as I could tell... since there's no way to show the leaders I only assumed this).

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Overkill

Soumis par Helker le Sam, 2007-01-20 16:44

Has the overkill problem addressed? I'm talking about all cannons of all ships firing ad a single target ignoring other enemy ships.

I'd like a setting that allows to set the "Overkill ratio". I try to explain... If I set an "overkill ratio" of 15, the fleet will target a single target for an estimated 115% of damage (15% more damage than it would be necessary to destroy the ship) based on the maximum damage the weapons are capable of. Of course if the ships are unable to track multiple targets all of his weapons will fire at a single target...

Is this possible?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

I wish...

Soumis par Fallen Haven le Sam, 2007-01-20 16:57

Strategies were fixed. Some options just don't work, like the retreat when 50% damage or when the enemy is 300% our strenght. I believe thoses have worked in the past but in 1.20, they don't. Never seen a ship retreat for other reason that they have no weapons left...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Badger

i have

Soumis par Badger le Sam, 2007-01-20 17:01

in stock, in tactical at least

they do with little crew left

or severe damage or of course out of supply/ord which goes to ewhat you said - no weapons

your patch didn't fix this stuff?

anyway, i see them run with crew damage in particular.

other than that i'd have to watch more carefully as to dmg to see if they are really just running b/c all weapons are kablooey.

promise to get back to you.Anyone who wants power; by definition, cannot be trusted with it...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Retreat.

Soumis par Fallen Haven le Sam, 2007-01-20 17:41

Badger wrote:
promise to get back to you.Anyone who wants power; by definition, cannot be trusted with it...

I believe it stopped working with the retreat circle addition, or in the following patch. I had played around with the settings (1.07, 1.13) and made ships retreat because they were outgunned but now nothing seem to work...

But it's also annoying that ships retreat even if the enemy can't harm them. For exemple the enemy has only a crippled ship left, but your ships run out of ammos, you retreat even if you have no reason to. It's especially annoying because it disband fleets, removing all the accumulated experience.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Thy Reaper
Mod Designer

Exists but broken

Soumis par Thy Reaper le Sam, 2007-01-20 17:50

In the strategies there should be something along the lines of Total Targetted Damage. The default setting for this is usually 150%. The only problem is it doesn't work. If it did work properly, it would be exactly what you want.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

thanks

Soumis par Helker le Sam, 2007-01-20 17:56

Thy Reaper wrote:
In the strategies there should be something along the lines of Total Targetted Damage. The default setting for this is usually 150%. The only problem is it doesn't work. If it did work properly, it would be exactly what you want.

Good to know, now I just have to wait that it get fixed Smiling

thanks

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Whoot! I knew there was a

Soumis par Nevyn le Sam, 2007-01-20 18:52

Whoot! I knew there was a problem in the facility upgrading code somewhere, neat! Now I can go write the new minister when this comes out... .>

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Finally

Soumis par Jmendes le Sam, 2007-01-20 19:15

good lot of AI work on this build
keep it up

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

huh?

Soumis par shotgun le Dim, 2007-01-21 17:00

so when do you plan to release this ?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Thy Reaper
Mod Designer

Not a release version

Soumis par Thy Reaper le Dim, 2007-01-21 17:03

1.23 is not a release. It's an internal test build. A patch will be released within a week that uses build 1.24 or 1.25, probably. That's when it will be released.

And Kwok is just a beta tester type person with connections, not a dev, just to clarify.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Badger

Many Thanks

Soumis par Badger le Dim, 2007-01-21 19:01

To kwok - as well as Reaper -
for keeping us "not in the know" types posted & updated

sounds like some good work is being done on this one!

Anyone who wants power; by definition, cannot be trusted with it...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Probably out this monday.

Soumis par Jmendes le Dim, 2007-01-21 19:51

Probably out this monday.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Patch date?

Soumis par Captain Kwok le Dim, 2007-01-21 20:00

I don't think the next patch will be released this Monday - probably the following Monday - that is January 29th.

-----

Space Empires Depot | SE:V Balance Mod

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de col.kurtz

I see there are some AI

Soumis par col.kurtz le Lun, 2007-01-22 03:43

I see there are some AI improvements on the list. Nice Smiling

-------------
Feel lucky earthling ?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

bug?

Soumis par shotgun le Lun, 2007-01-22 05:20

i try to make my own mod that make engines better and look what i find out ...

every desing have its own maximum number of standard movement points but every engine has only one som increased that number in upgreaded engines (idea was not to get faster ships but spend less engines so i can have more space to other things) but after i finish find out that its not counting how many movement points new desing have but how many engines ... it does not matter how many movement points engine have i still can add 12 engines to frigates 10 to colonies etc.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

experience bug?

Soumis par shotgun le Lun, 2007-01-22 05:56

when i click on help icon in game and go to experience types section see that almost all experiences are set to zero but in settings file are set to some i hope it vorks normaly and the problem is only that game canot show nubers like 0.03 ...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de boromeo

Noob question

Soumis par boromeo le Lun, 2007-01-22 06:43

hmmm where's the 1.23 patch at ?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de boromeo

Oopps sorry someone asked

Soumis par boromeo le Lun, 2007-01-22 06:44

Oopps sorry someone asked that before me..Bad me..Smiling

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Extra comments

Soumis par Psieye le Lun, 2007-01-22 07:29

Gusset wrote:
Several combat-related fixes in this one, which is good.

Is there any word on whether Aaron has it on his list to fix the way fleet and task force formations are handled? When using programmed strategies (for use in simultaneous games), sometimes things behave a little funny, at least in the combat simulator.

For example, I often see occurrences where the core ships will arrange themselves OK, but don't wait for escorts and pickets to get into position before heading off toward the enemy. I also frequently see instances where some ships in the task force move at their own maximum speed, rather than slowing down as appropriate (usually escorts).

Finally, I also notice that ships in general (in a task force or not) seem prone to retreating when all of their main weapons are destroyed, even when the programmed combat strategy does not call for it. This is counterproductive when the ship in question still has plenty of point defense weaponry, and is supposed to be part of an anti-missile screen.


Furthermore, it couldn't handle asymmetric (for strafing) TF formations at all in my experience.

shotgun wrote:
when i click on help icon in game and go to experience types section see that almost all experiences are set to zero but in settings file are set to some i hope it vorks normaly and the problem is only that game canot show nubers like 0.03 ...
That's why I changed the Experiences.txt so that I am seeing bigger numbers (as well as much more EXP levels). Problem is, the veterancy bonuses don't work even though it can add up the EXP points just fine. At least, they weren't working in 1.20 - don't know now.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de It Depends

Noticed something last night

Soumis par It Depends le Lun, 2007-01-22 14:21

Thanks for the update Kwok.

I don't see this in the list, nor have I seen it mentioned previously (though I'm likely wrong).

When you have a mount selected in the ship design screen, all weapons, including missiles and torps have their damage multiplied in their descriptions in the component list to the left. When loaded onto a ship, they report their damage correctly.

Not a big one ... but it gave me a start when I was deciding if it was worth upgrading my ships because of CSM research.

____________________________________
... even so, I'm still loving the game.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Badger

Re: Noticed something last night

Soumis par Badger le Mer, 2007-01-24 11:11

i saw the same thing - but fell for it b/c i was looking at BEAM point-Defense... got a little disappointment later, let me tell you

Smiling

Anyone who wants power; by definition, cannot be trusted with it...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

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

Contenu populaire

Aujourd'hui :

  • Research By Percentage SUCKS
  • More organic stuff is needed.
  • No Point Defence in Technology in Balance mod
  • Space Dock suggestion
  • Nebula Storm

Depuis toujours :

  • 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

Dernier accès :

  • The correct use of sensors
  • Nice bugs only a modder could find...
  • Driver cause crash
  • Mines and satelites in 1.71
  • Ship upgrade with a bunch of numbers.
(c) Strategy First, Inc. All rights reserved.