SE:V Changelog v1.23 |

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.
Looks good!
Looks good!
Are TF formation fixes on the short list?
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.

Another thing
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).
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!
Overkill
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?
I wish...
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...

i have
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...
Retreat.
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.

Exists but broken
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.
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!
thanks
Good to know, now I just have to wait that it get fixed 
thanks
Whoot! I knew there was a
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... .>
Finally
good lot of AI work on this build
keep it up
huh?
so when do you plan to release this ?

Not a release version
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.
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Watch for my mod - codename: Dimensions - coming by Summer, 2007!

Many Thanks
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...
Probably out this monday.
Probably out this monday.

I see there are some AI
I see there are some AI improvements on the list. Nice 
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Feel lucky earthling ?
bug?
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.
experience bug?
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 ...

Noob question
hmmm where's the 1.23 patch at ?

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

Extra comments
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.
---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.

Noticed something last night
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.
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... even so, I'm still loving the game.

Re: Noticed something last night
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

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




SE:V Changelog v1.23
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.