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

SE:V Changelog v1.25

Image de Captain Kwok
Soumis par Captain Kwok le Dim, 2007-01-28 10:27 Space Empires V General

The goods:

Version 1.25:
1. Fixed - Surrendered empires would suddenly lose all of their population.
2. Fixed - Subjugated populations should not migrate.
3. Fixed - Hitting cancel on the Load / Save Game window during a game would send you to the
Game Start window and not back to your game.
4. Fixed - Mouse pointer would still be hidden after the first ground combat.
5. Fixed - If you turned on the "View Names" and the "View Damage" in combat, then they would overlap.
6. Fixed - Improved AI's use of fleets (they don't sit waiting for ships as much).
7. Fixed - AI will now check to be sure safe locations to move are still safe.
8. Fixed - AI Satellite design tweaked towards heavier weapons.
9. Fixed - AI was not building as many units as it should.
10. Fixed - The Ships List and Planets List windows were not showing reduced flag sizes correctly.
11. Fixed - In a Simultaneous Game, if you created a design, saved the game, ended your turn,
then processed the game turn, the game would have two copies of your new design.
12. Fixed - Ships moving to their destination on their last movement point were not clearing their orders.

‹ Do all three layers of the ship model need to have stuff? To the modders.... ›
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Image de crazydog

Re: SE:V Changelog v1.25

Soumis par crazydog le Dim, 2007-01-28 10:50

Me thinks the games starting 1.25 (or 1.26) and BM 1.03 are different kind of beast ehehehhehehehe

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Re: SE:V Changelog v1.25

Soumis par Helker le Dim, 2007-01-28 10:56

Wow Smiling

Lots of updates; I can't wait to get the patch Laughing out loud

Will it still be released tomorrow?

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Image de Thy Reaper
Mod Designer

Re: SE:V Changelog v1.25

Soumis par Thy Reaper le Dim, 2007-01-28 11:02

Almost definitely. It will probably include the modding doc, too.

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

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Image de Psieye

Re: SE:V Changelog v1.25

Soumis par Psieye le Dim, 2007-01-28 13:08

Quote:
7. Fixed - AI will now check to be sure safe locations to move are still safe.
!!!! Does this mean it'll make an effort to scout instead of just warping single ships through chokepoints?

Quote:
12. Fixed - Ships moving to their destination on their last movement point were not clearing their orders.
Ah, a very welcome fix. A lot of micromanagement has been saved thanks to this.

Hopefully next month's release (end of Feb) will be the patch that will fix the many drone problems, which will bring the game to an extremely playable state with me. Well, ideally I'd also like asymmetric Task Force formations to be handled correctly (sometimes, Escort/Picket ships just don't like being in the formation I wrote for them) but that's something I can do without for a long time.

---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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Image de Badger

Yeah, What IS that?

Soumis par Badger le Dim, 2007-01-28 14:31

Psieye wrote:
Quote:
7. Fixed - AI will now check to be sure safe locations to move are still safe.
!!!! Does this mean it'll make an effort to scout instead of just warping single ships through chokepoints?

In particular, in the game I mentioned in Interesting AI Discoveries:http://www.spaceempires5.com/en-US/node/2261,

is has been particularly interesting to watch how the AI handled my previously-seemingly-unstoppable empire after i switched positions...

It's odd how that empire has suddenly adopted the tactic of sending lone ships into systems FULL of massed enemy forces.

What did Rommel say?

It doesn't matter how many tanks you have if you let me destroy them piecemeal?

Does the AI have no "MASS FORCES for attack" concept?
Or - as Psieye implies, memory/awarenes of deadly places?

Does it take "note" of such conditions?

Troll? No, Sir, I am a BADGER!

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Re: SE:V Changelog v1.25

Soumis par richie le Dim, 2007-01-28 14:44

Quote:
2. Fixed - Subjugated populations should not migrate

OH
MY
GOD

...speaking of something really changing balance of the game...

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Image de Badger

Re: SE:V Changelog v1.25 Release date?

Soumis par Badger le Dim, 2007-01-28 16:35

I know its all been mentioned before, but not that it amtters anyway:

things change.

So what's the current scoop?

Troll? No, Sir, I am a BADGER!

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Image de Captain Kwok
Mod Designer

Re: SE:V Changelog v1.25

Soumis par Captain Kwok le Dim, 2007-01-28 16:38

The official patch should arrive tomorrow...

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.25

Soumis par Orzelek16 le Dim, 2007-01-28 17:26

Things may get scary with:

Quote:
9. Fixed - AI was not building as many units as it should.

and AI using mines. But maybe it will build carriers with fighters now.

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Re: SE:V Changelog v1.25

Soumis par evilginger le Dim, 2007-01-28 17:48

It will it will already use them if you make it build them and has done for some time. I hope it will do so without being made to.

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Re: SE:V Changelog v1.25

Soumis par javaslinger le Lun, 2007-01-29 05:34

Anyone notice if population ministers are fixed as of yet? That is the most mind numbingly repetitive task and the only thing I would love to delegate to a minister....

Thanks,

Javaslinger

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Re: SE:V Changelog v1.25

Soumis par evilginger le Lun, 2007-01-29 06:19

javaslinger wrote:
Anyone notice if population ministers are fixed as of yet? That is the most mind numbingly repetitive task and the only thing I would love to delegate to a minister....

Thanks,

Javaslinger

I have seen the population minister sort of work in that in the few games where I had multiple home worlds on late on it did in stock dident in IRM and Balence Mod. I have got it to work by flying population transports off into space a sector or two in sensor range of a large highly populated planet then seting up the minister. Some times bu not allways the ship will then fly to the planet fill up and then distribute population but not always. One thing to note is that if it starts it will continue until everywhere is filled up.

I agree with Javaslinger it and the colony minister are the prime two I would use particularly once I had more than one colony tech. I have a real talent for sending t he wrong ship type to colenize a world.

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Re: SE:V Changelog v1.25

Soumis par Fallen Haven le Lun, 2007-01-29 07:29

evilginger wrote:
I have seen the population minister sort of work in that in the few games where I had multiple home worlds on late on it did in stock dident in IRM and Balence Mod. I have got it to work by flying population transports off into space a sector or two in sensor range of a large highly populated planet then seting up the minister. Some times bu not allways the ship will then fly to the planet fill up and then distribute population but not always. One thing to note is that if it starts it will continue until everywhere is filled up.

I managed to make it work in IRM. But transports are not controlled by population ministers, they pretty much act on their own. They scan for planets to pick stuff from, then find a planet to drop them on. It work fairly well for my AI as many have found out, but difficult to get working when you are too selective with your ministers. Enabling/disabling ministers seem buggy.

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Image de Rilo57

Re: SE:V Changelog v1.25

Soumis par Rilo57 le Lun, 2007-01-29 10:48

It's here.

SEV, more than a feeling.

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Image de marx0012

Re: SE:V Changelog v1.25

Soumis par marx0012 le Lun, 2007-01-29 11:04

And we steam-players have to wait at least half-a-day extra........

Captain Kwok wrote:
The official patch should arrive tomorrow...

-----

Space Empires Depot | SE:V Balance Mod

---------------------------------------------------------------------------------------- Every great fall begins with a single mistake, YOU just made your's........

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Image de Badger

Re: SE:V Changelog v1.25

Soumis par Badger le Lun, 2007-01-29 11:14

explains a bit...

i was annoyed my steam kept calling mine version 1.20, doesn't seem to update, and won't let me download the patch...

urrrrrh.

Troll? No, Sir, I am a BADGER!

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Re: SE:V Changelog v1.25

Soumis par BTMario le Lun, 2007-01-29 11:35

he he, 125 fixes total for patch 1.25 Smiling

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Re: SE:V Changelog v1.25

Soumis par Guyofdoom le Lun, 2007-01-29 11:40

Should I update to the patch immediately or should I wait if I'm playing in a few PBW games? It doesn't mention anything about backwards compatibility.

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Re: SE:V Changelog v1.25

Soumis par Gusset le Lun, 2007-01-29 12:21

Guyofdoom wrote:
Should I update to the patch immediately or should I wait if I'm playing in a few PBW games? It doesn't mention anything about backwards compatibility.

If you've got PBW games to consider, it's probably best to wait until the PBW site has it up and running, since that's where the turns are processed. I know that I don't plan on installing the patch until then.

Hopefully an updated, backward-compatible Balance Mod will be out soon, and then PBW will get it installed. I have no predictions as to how long it will take, for all I know there could be some compatability issues that muck things up.

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Re: SE:V Changelog v1.25

Soumis par RazorSharp le Lun, 2007-01-29 12:26

nice... was waiting for this long time, prolly gona wait bit longer.

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Re: SE:V Changelog v1.25

Soumis par JeffGeorge le Lun, 2007-01-29 21:00

They need to put in the option to not have patches and the start of a new game change your settings and preferences.

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Re: SE:V Changelog v1.25

Soumis par Nevyn le Lun, 2007-01-29 22:33

BM 1.02 isn't backwards compatible with 1.25, you have to make a one line change in settings. Thats all it takes as far as I have seen. Kwok, confirm/deny?

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Re: SE:V Changelog v1.25

Soumis par kanaric le Mer, 2007-01-31 14:55

richie wrote:
Quote:
2. Fixed - Subjugated populations should not migrate

OH
MY
GOD

...speaking of something really changing balance of the game...


Not really. You DO know that just means populations still loyal to their previous empire right? They assimulate and then they can migrate.

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Image de Badger

v1.25 vs. Mods? (also ship crew vs. boarding)

Soumis par Badger le Mer, 2007-01-31 17:13

Kwok & Fh...
noticed some ofyour banter and wondered...

if they changed some of the scripts you modded...

would the patch effectivley "patch over" your changes, making the mod jsut 1.25?

Or perhaps make some of your script irrelevent?

Simply curious - noticed last night that the AI in my IRM game...

suddenly seems pretty inactive.

Maybe not; maybe its this or that- but i'm a bit suspicious.

btw: in discussing settings, i had thought crew boarding strength meant the BOARDERS crew not the SHIP crew-
set it back to .3, and now my 40-marine boarders take a colony ship about 50/50 - just a little update for ya's.

Troll? No, Sir, I am a BADGER!

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Image de Captain Kwok
Mod Designer

Re: SE:V Changelog v1.25

Soumis par Captain Kwok le Mer, 2007-01-31 17:47

Nevyn wrote:
BM 1.02 isn't backwards compatible with 1.25, you have to make a one line change in settings. Thats all it takes as far as I have seen. Kwok, confirm/deny?

That's correct. An update (v1.03) will be available tonight when I get home from work.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.25

Soumis par JeffGeorge le Mer, 2007-01-31 17:58

kanaric wrote:
richie wrote:
Quote:
2. Fixed - Subjugated populations should not migrate

OH
MY
GOD

...speaking of something really changing balance of the game...


Not really. You DO know that just means populations still loyal to their previous empire right? They assimulate and then they can migrate.

What exactly does this mean? What is the 'previous empire' of a subjugated nation? Why should their migration habits be any different than any other group?

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Image de Badger

v1.25 i got Steamed

Soumis par Badger le Mer, 2007-01-31 22:37

You might say like a steam cleaning..

Maybe i didn't read the changelog carefully enough & shouldn't be surprised?

But for those with the Automatic Steam Update;)

When it updated to 1.25

IT CHANGED MY DATA FILES

It didn't get my MOD folders-
which may or may not be Why my once-beloved IRM AI is acting so . . . paralyzed?

But what it DID get?
My personal mod's i'm working on for stock.
I have a simple old game i run little changes on to sim battles... playtest my torpedo theories, for example.

Guess what?
my "missile launchers" turned back into Capital Ship Missile launchers.

my torps are boring old torps again.

I don't know what else changed...

But just a heads up - if you have mod'd component or other data files, you better back them up before you upgrade.

say cheese!

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Image de Captain Kwok
Mod Designer

Re: SE:V Changelog v1.25

Soumis par Captain Kwok le Mer, 2007-01-31 23:12

Don't modify the stock data files! Always create a new mod folder (ie game type) with your custom files. That way, they'll never be overwritten by a patch.

-----

Space Empires Depot | SE:V Balance Mod

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Image de Badger

True, 'dat!

Soumis par Badger le Mer, 2007-01-31 23:21

Captain Kwok wrote:
Don't modify the stock data files! Always create a new mod folder (ie game type) with your custom files. That way, they'll never be overwritten by a patch.

Found out the hard way.
Never thought of my changes as ambitious enough to warrant their own folders...
Sigh.

s'okay - the real work had Just BeGun.

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Image de Psieye

Re: SE:V Changelog v1.25

Soumis par Psieye le Jeu, 2007-02-01 02:32

JeffGeorge wrote:
kanaric wrote:
Not really. You DO know that just means populations still loyal to their previous empire right? They assimulate and then they can migrate.

What exactly does this mean? What is the 'previous empire' of a subjugated nation? Why should their migration habits be any different than any other group?


Population can be of a certain species and a certain nationality. See what flag is on them under Race Details. I am guessing that previously, subjugated people still under the wrong nationality were free to migrate to other worlds of their former empire. Or something like that which just doesn't make sense in reality.
---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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Migration

Soumis par JeffGeorge le Jeu, 2007-02-01 08:55

I think that I just don't understand the how the game uses 'migration'. I was under the impression that citizens of other empires could migrate to your empire and vice versa.

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