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

SE:V Changelog v1.28

Image de Captain Kwok
Soumis par Captain Kwok le Ven, 2007-02-16 22:46 Space Empires V General

Keeping you informed one version at a time:

Version 1.28
1. Fixed - Misspelling in AI speech.
2. Fixed - AI was not researching "Advanced Military Science" and "Applied Political Science" correctly.
3. Fixed - Small race portraits were being loaded incorrectly in the simulators for mods.
4. Fixed - Upgrading a design was not upgrading weapon mounts.
5. Fixed - Construction was sometimes consuming more resources than it should and giving them back when the
construction was complete (especially radioactives).
6. Fixed - It was possible to start a game with an empire breaking the tech or racial point limits.
7. Fixed - In a Simultaneous Game, you could not give an Attack Move order for the sector you were in.
8. Added - "Change Email" and "Change Password" buttons to the Empire Options window.
9. Fixed - Planet attack and defense strategies were not being updated in a Simultaneous Game.
10. Fixed - In the Player Setup window, the technology and racial trait lists will no longer reset to the top
when a new tech or racial trait is available.
11. Changed - Decreased amount of crew killed by Toxic Injector.
12. Changed - "Kills Crew" damage type now cannot get through shields and kills 1 crew for every 10 damage points.
13. Update - Results of Ship states:
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
All weapons take 3 times longer to reload.
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
14. Fixed - After conquering a planet through ground combat, units that did not take part in ground combat
dissappear (but are still there).
15. Fixed - If an alliance was created, then disbanded, the savegame would no longer load.
16. Fixed - Improvements for "Total Targeted Damage" strategy option.
17. Fixed - Improvements for point defense spreading of damage.
18. Fixed - The data file error list window would only show 4 lines of an error message.
19. Fixed - An Atmospheric Converter facility will convert the atmosphere to that breathed by the largest
population on the planet.
20. Fixed - Improvements to "Even Empire Distribution".

‹ Can drones / fighters be put into a formation? Repair Bays question ›
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Image de Psieye

Re: SE:V Changelog v1.28

Soumis par Psieye le Ven, 2007-02-16 23:57

16. Fixed - Improvements for "Total Targeted Damage" strategy option.
17. Fixed - Improvements for point defense spreading of damage.

This is goooood~~~

---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 Kamog

Re: SE:V Changelog v1.28

Soumis par Kamog le Sam, 2007-02-17 00:24

Thank you for the update, Captain Kwok. Smiling

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Mod Designer

Re: SE:V Changelog v1.28

Soumis par Phoenix-D le Sam, 2007-02-17 01:17

6. Fixed - It was possible to start a game with an empire breaking the tech or racial point limits.

..doh. I kind of liked that one. Smiling If its what I think it is.

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Re: SE:V Changelog v1.28

Soumis par Alpedar le Sam, 2007-02-17 06:20

Looks like next version will be realy playable (working PD, able to alt tab and do something else when procesing turns)

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Re: SE:V Changelog v1.28

Soumis par evilginger le Sam, 2007-02-17 06:24

8. Added - "Change Email" and "Change Password" buttons to the Empire Options window.

Good for PBEM and answers a question I had about changing player passwords in game. No it was not but it will be

14. Fixed - After conquering a planet through ground combat, units that did not take part in ground combat dissappear (but are still there).

I was most diaapointed when it looked like I had captured some saterlites but then I found they would not launch and I could not even scrap them

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Re: SE:V Changelog v1.28

Soumis par Nevyn le Sam, 2007-02-17 07:39

Can we not get a choice when we build an atmospheric convertor as to what to change it to? Maybe a different plant for each atmosphere?

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Re: SE:V Changelog v1.28

Soumis par evilginger le Sam, 2007-02-17 08:00

That would be nice but being able to change the atmosphere to that of the dominant race on the planet makes it worth building atmospheric converters on anexed or conqured worlds. Even more of an advantage in games where the AI will actualy surender.

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Image de Thy Reaper
Mod Designer

Re: SE:V Changelog v1.28

Soumis par Thy Reaper le Sam, 2007-02-17 09:33

You couldn't scrap the satellites? I could tell them to launch, but all it did was create an empty satellite group in space - they actually remained on the planet, and I could tell them to be scrapped which did get rid of them.

Changelog looking good. The improvements to TTD and PD are great, and the even distribution has bothered me for some time Smiling

-----
Space for rent - please contact owner

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Re: SE:V Changelog v1.28

Soumis par kanaric le Sam, 2007-02-17 12:05

evilginger wrote:
That would be nice but being able to change the atmosphere to that of the dominant race on the planet makes it worth building atmospheric converters on anexed or conqured worlds. Even more of an advantage in games where the AI will actualy surender.

I agree, i like it the way it is.

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Re: SE:V Changelog v1.28

Soumis par javaslinger le Sam, 2007-02-17 13:44

I would really like to see the problems with supply for fighters launched from fleets fixed. Right now if you don't launch fighters or drones all at once, the second wave has no supplies...

This seems like a pretty serious bug right now.

Javaslinger

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Image de Rilo57

Re: SE:V Changelog v1.28

Soumis par Rilo57 le Sam, 2007-02-17 13:52

When to be released?

SEV, more than a feeling.

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Re: SE:V Changelog v1.28

Soumis par evilginger le Sam, 2007-02-17 14:06

probabably at the end of the month perhaps a coupel of change logs further on

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Re: SE:V Changelog v1.28

Soumis par Grelvis le Sam, 2007-02-17 20:11

What we need is AI scripting for cloaking

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Re: SE:V Changelog v1.28

Soumis par Nevyn le Sam, 2007-02-17 21:26

evilginger wrote:
That would be nice but being able to change the atmosphere to that of the dominant race on the planet makes it worth building atmospheric converters on anexed or conqured worlds. Even more of an advantage in games where the AI will actualy surender.

But I don't want to change it to the majority race on the planet a lot of the time, I want to change it to my race a lot of the time, even if thats only the minority.

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Re: SE:V Changelog v1.28

Soumis par WanderDaekar le Sam, 2007-02-17 22:29

For that, couldn't you simply script something that checks what your default atmo is for your original race? Such as defaulting the facility to generate a set atmo as part of processing at game setup?

I have a stingy (or sadistic) habit of not sharing my planets with any but my own species. If I bother to capture, rather than glass a planet (I like a clean slate), I generally eject the offending captured populace into space. I also find this to be bordering speciesism, but it's a game so I will ignore the philosophical ramifications of xenophobic genocide. o.O;

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

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Image de Wade

Re: SE:V Changelog v1.28

Soumis par Wade le Dim, 2007-02-18 01:31

Quote:
But I don't want to change it to the majority race on the planet a lot of the time, I want to change it to my race a lot of the time, even if thats only the minority.

Then use transports to remove one race and deliver the other race. Then the converter will do as you want. But,yes, it would seem preferable to choose from a list of atmospheres if a converter is on a planet. Perhaps under "Settings Orders" in the bottom right panel on main screen.

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Re: SE:V Changelog v1.28

Soumis par Antera le Dim, 2007-02-18 02:13

Nevyn wrote:
Can we not get a choice when we build an atmospheric convertor as to what to change it to? Maybe a different plant for each atmosphere?

I like that better too. I mean if I own the atmospheric converter, why can't I just tell it to convert the atmosphere to whatever I want. Hell, I can tell it to suck up all the atmosphere if I'm really in the mood. Maybe implement a button that can change the final atmosphere goal? Come to think of it, why can't I make my planets as unpleasant as possible? Not everyone believes in making their planets all nice and comfy.

Also, does it ever bother anyone that when you eject 4000M of an alien species into space no body makes a fuss about it? Even the other members of that race remains blithe. No loyalty drop, no happiness drop. I guess aliens are just things?

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Re: SE:V Changelog v1.28

Soumis par Psieye le Dim, 2007-02-18 03:00

Antera wrote:
Also, does it ever bother anyone that when you eject 4000M of an alien species into space no body makes a fuss about it? Even the other members of that race remains blithe. No loyalty drop, no happiness drop. I guess aliens are just things?
I do that to my own people. They don't complain either. Yes, there ought to be some consequences for 'scrapping' people. ---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 v1.28

Soumis par evilginger le Dim, 2007-02-18 03:07

Ignoring the "ethical issue" of spacing a planets population, you do suffer a loss in the functionality of the colony as repopulating it with your own species will take time.

Personaly I would set things up such that spacing population would generate a severe reputation hit in any game and potentialy be a Mega Evil Empire trigger

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Re: SE:V Changelog v1.28

Soumis par Alpedar le Dim, 2007-02-18 06:04

I usualy have only my population, captured population is good only if it breathes different atmosphere and i use it to build facilities on world where my own cannot breathe. Once it is full (including Atmospheric convertor), they will get tickets to space and my colonists will arrive to nice BIG citties.

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Image de Psieye

Re: SE:V Changelog v1.28

Soumis par Psieye le Dim, 2007-02-18 06:35

That sounds rather lengthy and unnecessary, but if it's your empire's style then so be it. Until Aaron makes racial traits apply to captured citizens and crew members (i.e. alien crew on ships built on alien colonies) there's no difference between our people and their people aside from what atmosphere is breathed and how fast they reproduce.

I once played an empire where my own people had difficulty reproducing so used alien citizens/slaves as my primary population.
---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 v1.28

Soumis par Alpedar le Lun, 2007-02-19 04:49

Happines traits works for captured population.
So if my pop is Emotionless, i does not have to worry about riots, even if I have colony in enemy system full of their ships.
If thgere were their population, they would not be em-less, so they would riot soon.

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Re: SE:V Changelog v1.28

Soumis par javaslinger le Mar, 2007-02-20 01:08

Anyone know if the mine cloak bug is fixed in the last series of patch fixes?

Thanks,

Javaslinger

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Re: SE:V Changelog v1.28

Soumis par evilginger le Mar, 2007-02-20 05:22

havent seen that one in either of the post 1.25 change logs so far bu there is time for it to be

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Re: SE:V Changelog v1.28

Soumis par Pocus le Mar, 2007-02-20 06:41

may be I missed the fix, so bear with me.

There is this vastly annoying bug about Repeat Order which is cancelled as soon as a way point is reached, and this other where the Pop transport minister don't work, or very lethargically (processing one order every x turns).

Are these fixed for the next patch?

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Re: SE:V Changelog v1.28

Soumis par javaslinger le Mar, 2007-02-20 07:29

I really wish someone was in closer contact with Aaron to give us a better timetable of when these things would happen and if he was truly aware of them.

Javaslinger

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Re: SE:V Changelog v1.28: About happiness

Soumis par Grendel le Mar, 2007-02-20 09:06

I´ve noticed that I get the message "your population is happy due to this treaty" (or whatever) when I am the one that accepts a treaty, but I get nothing when it is another player the one that accepts my treaty proposal.

Is this a bug? Shouldn´t happines work in both ways?

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Re: SE:V Changelog v1.28

Soumis par Mylon le Mer, 2007-02-21 01:14

Master computers still need to be fixed... Since they don't scale to the size of a ship, they are too valuable for larger ships.

Adding the get_vehicle_size() function to components.txt could fix this.

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Mod Designer

Re: SE:V Changelog v1.28

Soumis par CP1985 le Mer, 2007-02-21 02:10

Im thinking Aaron should try and tackle the memory leak problem in the next patch. It's probably the last major show stopping bug. Does anyone have any news on that?

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Re: SE:V Changelog v1.28

Soumis par Psieye le Mer, 2007-02-21 02:24

Personally I think "drones can't be aimed" and "units deployed into existing group don't get initial supplies" is a much bigger show stopping bug than "you need to save and quit every 10 turns or so due to memory leak". But it's his choice ultimately. I'm just waiting for it to come out at all (start of next month) so I get "suicide warheads aren't overpowered" and "load/drop/launch cargo remotely" isn't broken.

---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 v1.28

Soumis par evilginger le Mer, 2007-02-21 07:04

I don’t think that there are any actual total show stoppers to be honest there are some prize annoyances several candidates for which have been mentioned the one that gets me is the one hex short issue which has wide spread effects and was introduced in 1.25 grrr.

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Re: SE:V Changelog v1.28

Soumis par bheusi le Mer, 2007-02-21 10:54

Hey Captain, perhaps you should report to Aaron that some religious buildings are a bit buggy at least in stock... The nature shrine isnt´t improving the value or the conditions on any planet in my systems.

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Re: SE:V Changelog v1.28

Soumis par javaslinger le Mer, 2007-02-21 11:41

Psieye wrote:
Personally I think "drones can't be aimed" and "units deployed into existing group don't get initial supplies" is a much bigger show stopping bug than "you need to save and quit every 10 turns or so due to memory leak". But it's his choice ultimately. I'm just waiting for it to come out at all (start of next month) so I get "suicide warheads aren't overpowered" and "load/drop/launch cargo remotely" isn't broken.

---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.

I agree completely... these are my 'favorite' bugs presently...

Javaslinger

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Re: SE:V Changelog v1.28

Soumis par Sotho Tal Ker le Mer, 2007-02-21 12:44

You cannot deny that the memory leak is really annoying. For everything else you can devise strategies how to get around those gameplay issues - but not for a memory leak where you can play 30 minutes and then you have to shut down the game and restart it.
I had a BM 1.03+FQM+Shipsets game in a 250 systems galaxy and memory use increased by 60MB every turn. That is clearly not normal.

If you want to talk about 'showstoppers' - start at the ludicrous AI in stock. (Yes, there are better AIs out there, but still they do not provide much of a challenge to experienced gamers.)

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Re: SE:V Changelog v1.28

Soumis par Psieye le Mer, 2007-02-21 13:40

Sotho Tal Ker wrote:
You cannot deny that the memory leak is really annoying. For everything else you can devise strategies how to get around those gameplay issues - but not for a memory leak where you can play 30 minutes and then you have to shut down the game and restart it.
Oh you'd be surprised. I've played fan-made games where "game crashes 10 minutes in, at random" exists. SE V, I can save whenever I want and restarting it hardly takes much time. Being limited in my strategies hurts me much more than having to give the game a reset every now and then.

Mind you, you're having a much bigger memory leak than I am I admit. I'm playing a 50~70 Paradise system IRM+FQM game. So long as I remember to restart every hour or so, I've never had a problem with the memory leak.

And yes, we can agree that the poor AI is a problem - but that's something to fix slowly as more and more AI functions and scripts become available for Modders to get their hands on.

---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 v1.28

Soumis par evilginger le Mer, 2007-02-21 20:35

I have a suspicion that the memory leak is partly at least pc set up specific I can play for about twenty turns before it irritates and I save and quit on of my two Pc's and much longer than that on my other Pc both are AMD 2500 single core machines with different makes of mother boards both have Radion graphics cards though not the same model one has about 8meg left on its primary partition and the other over two hundred with one meg and four meg of ram respectively. The machine with the higher memory and larger availed disk space lasts longest it also has a larger virtual memory max since it has a larger Primary partition.

On both I find minimising the program makes things worse and alt tab tends to crash it sufficiently frequently that I don’t do it any more. On the first machine setting auto save makes it worse but on the second it has no visible effect whatsoever. Both will eventually grind to a halt in end of turn processing and report that I am running low on virtual memory when I get back to windows both are running windows xp one home user one professional all drives etc are up to date.

I admit that it’s not a definitive sample but it makes me think

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Re: SE:V Changelog v1.28

Soumis par WanderDaekar le Jeu, 2007-02-22 00:44

bheusi wrote:
Hey Captain, perhaps you should report to Aaron that some religious buildings are a bit buggy at least in stock... The nature shrine isnt´t improving the value or the conditions on any planet in my systems.

Nature Shrine works perfectly for me. You know it only works once every 1.0 year (10 turns) and only functions when the year is at .0 (such as 2403.0, 2412.0, 2407.0).

And anyone else notice the AI using organic weapons? I've only heard everyone seeing APB's. They've been behaving with organic tech as far as I've seen... o.O;

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

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Re: SE:V Changelog v1.28

Soumis par BlueTemplar le Dim, 2007-03-04 14:57

They used organic weapons against me in 1.25 with BM 1.03.

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Mod Designer

Re: SE:V Changelog v1.28

Soumis par Quantum le Sam, 2007-06-02 15:12

ver 1.35, BM 1.07 toxic injectors do not do anything, plague bombs report they will inflict a plague level 0 on a planet. I tried it anyway thinking they would just get a cold and pretend to be too sick to go to work the next day, but the PB caused a level 2 plague.

Please fix.

Has anyone successfully transferred just C.K.'s BM A.I. to stock? (for those who like more tech levels and a longer game)...

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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