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

SE:V Changelog v1.24

Image de Captain Kwok
Soumis par Captain Kwok le Ven, 2007-01-26 22:01 Space Empires V General

Greetings.

The changelog for v1.24 - patch is due Monday-ish:

Version 1.24:
1. Fixed - Vehicle names in the Strategic Combat window will now wrap to the next line.
2. Fixed - Long text in the Vehicle Design Report would sometimes not be right aligned.
3. Fixed - The vehicle types in the Designs Window would go into the scroll bar.
4. Fixed - You can now use the "Fire On" order with no movement points.
5. Fixed - You can now use the "Self Destruct" order with no movement points (but the
ship must still have a functioning self-destruct device).
6. Fixed - You can now use the "Analyze Components" order with no movement points.
7. Added - Field "Space Combat Allow Retreat" which controls whether vehicles can retreat in space combat.
8. Fixed - You cannot retreat into a sector where there are visible enemy ships or planets.
9. Added - Bar indicators to fleet display in the ship list on the main window.
10. Added - Bar indicators to unit group display in the ship list on the main window.
11. Fixed - Fighters launched from a planet were only getting 1 movement point.
12. Fixed - When unit groups enter combat as a group, they will evenly divide the supplies and ordnance between
them. When units are launched in combat, then they take the maximum supplies and ordnance they can
from the parent (even if later units will not get enough).
13. Fixed - Multiple ships warping at the same time would result in overlapping loud sound effects.
14. Fixed - Alliance votes per billion population was always returning 1 vote.
15. Fixed - Speed up for system display load.
16. Fixed - Eliminated "empty solar system" view when moving ships.
17. Fixed - Speed up of ship movement when it has a long movement line.
18. Fixed - Ships would not move into damaging storms.
19. Fixed - Wave - Motion Gun was underpowered.
20. Fixed - Edited vehicle designs were not showing current supply and ordnance storage amounts.
21. Fixed - If "Graphic Detail" = High, then textures will be in 32 bit color (if supported), otherwise they will be in 16 bit color.
22. Changed - Increased per level improvement of shield generators and armor.
23. Fixed - Emissive armor would not work if the damage amount was greater than the damage resistance. Now, the emissive armor damage
resistance is subtracted from the damage done.
24. Fixed - Attempting to save an empire would cause an error.
25. Fixed - Emperor and Empire name in the status bar would sometimes overflow the boxes.
26. Fixed - Speed improvement for Log List display with a large number of items.
27. Fixed - In Simultaneous Games, sometimes too many combats were occuring on the very last phase.
28. Fixed - Weapons which were rolled a value to miss their target, could still hit the target if it wandered into the weapon's path.
29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.
30. Added - Script function "Sys_Empire_Politics_Get_Alliance_Anger_Towards_Player".
31. Fixed - Sometimes AI's would endlessly add and remove you from an alliance.
32. Fixed - Disabled the carriage return on the Player Setup - History tab.
33. Fixed - The Fleet Transfer window would cause an error if the game was minimized and restored, or Alt-tabbed back to.
34. Fixed - Some blue buttons wouldn't reload after a minimize or an Alt-Tab.
35. Fixed - In the combat simulator, sometimes planets would switch from a simulated empire to a real empire when hit with damage.
36. Fixed - Increased organic tech using AI's percent of farming colonies.
37. Fixed - Decreased amount of space AI was using for Supply and Ordnance storage on its designs.
38. Fixed - Script function "Sys_Get_Best_Facility_With_Ability" now retrieves the highest scope, then highest level facility with the ability.
39. Fixed - AI will not longer put Ordnance Storage on ships that don't need ordnance.
40. Added - Script function "Sys_Get_Vehicle_Design_Total_Supply_Usage".
41. Added - Script function "Sys_Get_Vehicle_Design_Total_Ordnance_Usage".

‹ Alliances and allies Strategic combat bug ›
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Re: SE:V Changelog v1.24

Soumis par evilginger le Ven, 2007-01-26 22:12

All good Just leads me wondering when us poor punters will get the next patch, soon I hope but I realy dont want to be harrasing any one.

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Mod Designer

Re: SE:V Changelog v1.24

Soumis par Captain Kwok le Ven, 2007-01-26 22:38

Did I not put Monday-ish for the patch in my first post? Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.24

Soumis par evilginger le Ven, 2007-01-26 22:46

that you did but I missed it as I dived straight into the change log besides how do I know you aren’t just tormenting us with prospective dates Eye-wink

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Re: SE:V Changelog v1.24

Soumis par Helker le Ven, 2007-01-26 23:39

A very nice and long list of fixes Smiling

Thank you

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Re: SE:V Changelog v1.24

Soumis par Qcontinuum le Sam, 2007-01-27 00:59

Some really great fixes!
Especially:
7. Added - Field "Space Combat Allow Retreat" which controls whether vehicles can retreat in space combat.
8. Fixed - You cannot retreat into a sector where there are visible enemy ships or planets.

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Re: SE:V Changelog v1.24

Soumis par Psieye le Sam, 2007-01-27 06:27

Quote:
6. Fixed - You can now use the "Analyze Components" order with no movement points.

12. Fixed - When unit groups enter combat as a group, they will evenly divide the supplies and ordnance between
them. When units are launched in combat, then they take the maximum supplies and ordnance they can
from the parent (even if later units will not get enough).
23. Fixed - Emissive armor would not work if the damage amount was greater than the damage resistance. Now, the emissive armor damage
resistance is subtracted from the damage done.
##. Various Speed Ups


OMGYES!!!

I'll have to see whether #12 means the 'units launched into an existing group don't get their supplies' bug is fixed. In general, unit supplies on launch have a slight design problem in that you can't use the supplies/ordnance in a unit in your cargo bay and you can't decide how much to arm/fuel your units with. Well, #12 as it stands is still a vast step forwards - I can now use satellites away from planets without worrying about most of them having 0 supplies!

#23 is also big. Emissive Armour probably wasn't meant to stack, but it certainly should have subtracted damage received. I wonder how IRM will adapt to this fix...

Drones and Kamikaze Fighters will still be overpowered until whenever the next release is I guess - I don't see a 'suicide warheads use every deployed warheads' combined potential when calculating damage' bug fix.
---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.

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Re: SE:V Changelog v1.24

Soumis par Alpedar le Sam, 2007-01-27 08:51

So if i have 6 satelites with 200 ordonance each and launch them from freighter without ordonance, will they have ordonance, or not?
(Are they build "empty" or "full").

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Re: SE:V Changelog v1.24

Soumis par evilginger le Sam, 2007-01-27 09:03

I think that they are built full as ships defiantly start with full reserves I don’t see why satellites shouldn’t. It also means that in the situation described but out of combat the ship could borrow some supplies from its cargo to get home if you wanted to but only if you wanted and deliberately transferred supply from one to another.

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Mod Designer

Re: SE:V Changelog v1.24

Soumis par Thy Reaper le Sam, 2007-01-27 09:39

I definitely like this changelog. Speedups and improvements all around. Not to mention a few of those bugs were ones I submitted Smiling

I had noticed that satellites would launch full, but after the coming patch they may launch empty if the parent ship is empty. I guess we'll have to test it.

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

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Re: SE:V Changelog v1.24

Soumis par javaslinger le Sam, 2007-01-27 09:54

Yeah, now were gettin somewhere... that Fire On bug has annoyed me far too long....

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Re: SE:V Changelog v1.24

Soumis par Fallen Haven le Sam, 2007-01-27 09:59

Psieye wrote:
#23 is also big. Emissive Armour probably wasn't meant to stack, but it certainly should have subtracted damage received. I wonder how IRM will adapt to this fix...

Not sure, i will see Monday.

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Re: SE:V Changelog v1.24

Soumis par Prankowski le Sam, 2007-01-27 10:11

oh yeah, that´s a very nice list of updates Smiling
i´m looking forward to 11 and 12 as i use fighters a lot.
and of course for #13 Smiling

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Re: SE:V Changelog v1.24

Soumis par CaptainBrann le Sam, 2007-01-27 10:43

All that is great, but has the cargo transfer in Simultaneous games been fixed.
I have always tended to play sim move games as being harder for the player, so far using fighters/satellites or anything that requires transferring to a ship has proved difficult as it tends to only transfer 1 at a time no matter what number you order. As My friends and I want to play my e-mail I hope that will be fixed as well.

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Mod Designer

Re: SE:V Changelog v1.24

Soumis par Thy Reaper le Sam, 2007-01-27 11:47

If you need the same effect as the current emissive armor, I'm sure you could request it as a feature. MM obviously had all the code required for it, since that's how it had been working.

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

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Re: SE:V Changelog v1.24

Soumis par markch le Sam, 2007-01-27 15:45

Captain Kwok wrote:
24. Fixed - Attempting to save an empire would cause an error.

I just ran into this, but slightly different.

If you accidentally press "Save Empire" when you meant to press "Save Game" and then cancel out of the Save Empire screen and then try to save your game, it will not allow it. It will saying something like "Can not write to file ($install directory)\savegame\whatever.gam". Will this bug be fixed along with #24?

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Re: SE:V Changelog v1.24

Soumis par Fallen Haven le Sam, 2007-01-27 17:04

Thy Reaper wrote:
If you need the same effect as the current emissive armor, I'm sure you could request it as a feature. MM obviously had all the code required for it, since that's how it had been working.

As long as the new changes don't prevent emissive from blocking piercing damage or from stacking, i will be able to get it to work again. If it break it, i might have to ask for the feature...

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Re: SE:V Changelog v1.24

Soumis par Badger le Sam, 2007-01-27 20:51

sounds like some good work has been done..

Good progress!

Troll? No, Sir, I am a BADGER!

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Re: SE:V Changelog v1.24

Soumis par tbear1997 le Sam, 2007-01-27 23:18

Capt. Kwok, how long after v1.24 comes out can we expect an updated Balance Mod?

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Re: SE:V Changelog v1.24

Soumis par evilginger le Dim, 2007-01-28 00:38

Prety quickly if past experiance is any thing to go by I think it was the day after last time

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Re: SE:V Changelog v1.24

Soumis par CapitalShip le Dim, 2007-01-28 02:58

Some very good additions and fixes, looks to be a solid patch.

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Re: SE:V Changelog v1.24

Soumis par Singularity le Dim, 2007-01-28 09:12

No mention so far to corrupted saves; makes me worry.

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Re: SE:V Changelog v1.24

Soumis par evilginger le Dim, 2007-01-28 09:33

The trouble with problems with files not saving or becoming corrupt is that there are a lot of things which might cause this most of which are beyond the scope of the game. It’s also difficult to see whets wrong with an unreadably corrupt file.

To a certain extent corrupted game saves is something that you have to live with fortunately there are a lot rarer than they used to be. There is definatly a problem with saving games and empires I don’t know what the cause of it is but I have a partial cure make sure that you have at least 8mb free space on your primary partition as some operations seem to require massive system resources compared others. I had just over 6mb when this happened

I saw this for the first time yesterday and that’s what cured it, I was trying to save a game in progress quit and restart it as a cure to the gradual slow down you sometimes get when playing. The game also crashed on exit and froze every thing.

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One Missing Fix

Soumis par Omnius le Dim, 2007-01-28 09:49

I'm still waiting for atmosphere converters to get fixed properly. Oh well I guess I'll wait for the next patch next month.
Omnius

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Re: One Missing Fix

Soumis par Mylon le Dim, 2007-01-28 10:54

Omnius wrote:
I'm still waiting for atmosphere converters to get fixed properly. Oh well I guess I'll wait for the next patch next month. Omnius

Change the Planet Utilization tech data file to have more levels. Make a backup of the original file too, just in case! Problem fixed. Smiling

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Mod Designer

Re: SE:V Changelog v1.24

Soumis par Captain Kwok le Dim, 2007-01-28 13:10

I reminded Aaron this morning about that one, hopefully it will make the patch.

-----

Space Empires Depot | SE:V Balance Mod

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