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

SE:V v1.34 Changelog

Image de Captain Kwok
Soumis par Captain Kwok le Ven, 2007-04-27 17:47 Space Empires V General

Some good fixes here!

---

Version 1.34:
1. Fixed - Some strategy settings in the Empire Options window would not change.
2. Fixed - Bolt weapons were not firing on ringed planets.
3. Fixed - Ringed planets were shooting weapons from their rings and not from the surface.
4. Fixed - Ringed planets were hit from weapons too far from the surface.
5. Fixed - Old movement log entries were not being deleted properly resulting in a memory leak.
6. Fixed - The Select Elements and Select Rules windows would not wrap their text.
7. Fixed - The Tutorial window would be garbled after an Alt-Tab.
8. Changed - Modified the command line parameters. They now work like this:
se5.exe [Savegame path] [password] [-plrstop]
[Savegame path] - The complete path to the savegame.
[password] - The game master password for this game.
-plrstop - Turn processing should stop if there are errors in the player files.
Return Codes
0 - Turn processed succesfully.
1 - Savegame file not found.
2 - Invalid game master password.
3 - Error while loading savegame.
101 - 120 - Could not load player file. The player number is the error code minus 100.
201 - 220 - Player order file does not have the correct game date. The player number is the error code minus 200.
301 - 320 - Player order file does not have the correct turn sequence id. The player number is the error code minus 300.
401 - 420 - Player order file does not have the correct game id. The player number is the error code minus 400.
9. Fixed - Sometimes processing of a turn would halt when a self-destruct order was executed.
10. Fixed - In Simultaneous Games, a ship would not clear its moveto order if its last movement was through a warp point.
11. Fixed - The order for Self-Destruct was unavailable for mines and satellites.
12. Fixed - Drones were not using supplies.
13. Fixed - The Auto Complete function in the Create Design window could place components on invalid vehicle types.
14. Fixed - Sector View would reveal ship details without long range scanners.

‹ Bug with organic armor? Planet names display ›
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Re: SE:V v1.34 Changelog

Soumis par Guyofdoom le Ven, 2007-04-27 17:54

Awesome. A lot of those fixes were REALLY needed. Hope to see an official patch sometime soon.

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Re: SE:V v1.34 Changelog

Soumis par Chen H le Ven, 2007-04-27 20:05

Do turns process faster now?

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par Phoenix-D le Ven, 2007-04-27 21:08

"2. Fixed - Bolt weapons were not firing on ringed planets."

Does he know the bug affects non-ringed as well?

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Re: SE:V v1.34 Changelog

Soumis par Wade le Ven, 2007-04-27 21:38

I hope that these are addressed soon:

Priorities that would be appreciated in a patch:
-the following features implemented for the AI:
Planet creators/destroyers
Star creators/destroyers
Nebula creators/destroyers
Black Hole creators/destroyers
Storm creators/destroyers
Warp point creators/destroyers
Ringworld and Sphereworld creation
-better AI
-"the fog of war" issue fixed/implemented(Opponent planets, ships, fleets, bases, etc. shown faded out with the date that information was last seen.)
-option at the begining of an encounter to not fight; the AI use this often; and let the choice affect relations
-an alliance victory
-tone down Mega Evil Empire; relations should gradually decline; alliances that MEE has should decline even more gradually; empires further away should be less affected towards the MEE
-scrapping population causes unrest and lowers relations with others; mass destroying opponent population lowers relations with others

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Re: SE:V v1.34 Changelog

Soumis par Nevyn le Ven, 2007-04-27 23:02

Whooooooooot!!!!!!!!!!!!
5. Fixed - Old movement log entries were not being deleted properly resulting in a memory leak.
That makes me happy!

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Re: SE:V v1.34 Changelog

Soumis par evilginger le Sam, 2007-04-28 02:42

Chen H wrote:
Do turns process faster now?

I think it safe to asume so as old move logs are no longer building up and using all the pc's virtual memory. So there will be more avalible memory and that generaly speeds up processes

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par Thy Reaper le Sam, 2007-04-28 08:03

I'm still hoping to see a fix for automove not using the current target for its movement. Tactical combat with large numbers of ships is almost impossible with this bug.
Overall better tactical AI is also important...

Otherwise, the bug with firing on planets and the memory leak fix are both great fixes.

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

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Re: SE:V v1.34 Changelog

Soumis par crazydog le Sam, 2007-04-28 08:20

And now in the list if serious bugs, rest the one of acceleration time different results.....

Maybe is fixed in 1.35 Smiling

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Re: SE:V v1.34 Changelog

Soumis par Fallen Haven le Sam, 2007-04-28 08:47

Things i wish to see fixed :

1 : All the strategy options to work (like when ships retreat or not)

2 : Some option in strategy that make ships keep their distance, but not retreat from battle (so they can blocade a planet and not break fleet).

3 : That a planet domed status be determined by the largest population on planet. The non breather left on planet should stop reproducing and have an heavy emigration rate to breathable planet.

4 : The possibility of creating custom fleets and task forces for the AI.

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Re: SE:V v1.34 Changelog

Soumis par JP_Jones le Sam, 2007-04-28 09:23

"2. Fixed - Bolt weapons were not firing on ringed planets."

Does he know the bug affects non-ringed as well?

I really really hope so.

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par Thy Reaper le Sam, 2007-04-28 11:47

A lot of the times when you fix a bug, it ends up fixing several closely related bugs. The entire problem may have been caused by how the game handled ringed worlds, in that they may have been being applied even to worlds without rings.

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

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Re: SE:V v1.34 Changelog

Soumis par evilginger le Sam, 2007-04-28 11:53

same thing goes with bug fixes breaking other stuff but I would agree with thy reaper.

Here the issue seems to have been related to the weapons range being insuficent to reach the target point of ringed and larger planets.

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par ColonialAdmiral le Sam, 2007-04-28 12:27

So with #5, does that maybee mean that sev will be able to be minimized and still allow for other things? I know it process turns when minimized now, but It takes up so much that it is immpossible to do anything else...

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Re: SE:V v1.34 Changelog

Soumis par Sotho Tal Ker le Sam, 2007-04-28 14:52

I doubt Aaron H. does read this thread. Eye-wink

But you can always send him an email regarding bugfixes/feature requests. Smiling

With those good fixed I can only hope that the next official patch will be released soon.

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par ekolis le Sam, 2007-04-28 17:37

Ooh, I like the error codes... those could be useful for multiplayer, so you don't have the old "submitted the wrong turn file -> AI takes your turn" bugaboo! Though I wonder with all the firing on/from planets stuff, did he get this one:

Weapons fired from platforms fire from the planet's surface. However, weapons fired AT planets have to target the planet's CENTER. This means that an unmounted DF weapon fired from a larger sized planet can easily outrange a similarly leveled missile fired AT the planet!

Another little thing I'd like to see, too - really minor but none of the text boxes in the game allow you to use the arrow keys or home/end to navigate the text, or to copy/paste... in order to correct an error you have to backspace all the way to it and retype everything afterward! Rather annoying when writing diplomatic messages...

Oh, one more... even with "warp points always visible" off, you can see the warp lines for warp points which are in unexplored sectors, and you can even navigate them by issuing a moveto to a charted system on the other side! This I think takes something away the exploration and surprise aspects of the game... imagine if aliens could pop out of a warp point you didn't even know existed because you forgot to scan that corner of the system! Shocked

Glad to see Aaron getting back on the fixes though! Laughing out loud

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par ColonialAdmiral le Sam, 2007-04-28 18:33

Or your Race history and such...

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Re: SE:V v1.34 Changelog

Soumis par WanderDaekar le Dim, 2007-04-29 19:05

Quote:
5. Fixed - Old movement log entries were not being deleted properly resulting in a memory leak.

I hear midgets singing praises! And just why does our society have the preconception that midgets are funny or that most any smaller-than-us critter is funnier by default in many cases?

Mem leak fixed. Finally I can populate the quadrant with more than twenty AI empires! With the new patch, just wait for the new IRM and I will finally stop patching until I can enjoy a lengthy game! Hooray!

....well, provided there are no new accidental breaks, like the ring planet issue. 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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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par ColonialAdmiral le Dim, 2007-04-29 20:24

But of course you will be working too. Right WandaerDaeker....

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Re: SE:V v1.34 Changelog

Soumis par WanderDaekar le Dim, 2007-04-29 20:46

Indeed. Laughing out loud

"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 v1.34 Changelog

Soumis par Wade le Dim, 2007-04-29 21:11

These also please:

-Show the ship class(along with the ship name) in the "retofit button list" and the "Fleet Transfer list" and other places that ship name is displayed. This is so that deciding which ships to upgrade will not be so tedious. Currently only the ship list button allows ship name and class side by side.

-only have the non-breathers of a planet domed incurring a penalty to production, research, etc. Still keep the term "Domed" for the games tradition sake: example: "10% Domed incurring a (??)% penalty to all types of planetary production." (Perhaps Domed population could work at 50% capacity (or what a currently Domed planet does). Thus it could read:"10% Domed incurring a 5% penalty...")
The non-breathers left on a planet will have a higher emigration rate to a breathable planet.

-The production of a planet will be divided amongst the number of ground and orbital ship yards. (Thus it might be best to build more shipyards only when production of ships approaches one or two turns.) More than one ground based ship yard allowed for planets so that more than one production at a time can take place. (If a tiny or small planet currently allow one ship yard then larger planets should allow more; especially Ringworlds and Sphereworlds.)

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Re: SE:V v1.34 Changelog

Soumis par ColonialAdmiral le Dim, 2007-04-29 21:33

WADE STOP EDDITING!!!! IT SCREWS UP THE ORDER!
Just make a new post bud. Laughing out loud

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Re: SE:V v1.34 Changelog

Soumis par Psieye le Lun, 2007-04-30 11:45

Captain. From previous experience, Aaron usually releases 3~5 beta patches before making them public. Yet Aaron also aims for the beginning of the month as his public patch release date. Given this patch is pretty significant, will v1.35 be public or beta-only?

Also, do we know whether Emissive Armour is going to be changed again?

---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 v1.34 Changelog

Soumis par crazydog le Lun, 2007-04-30 11:50

I really really hope to be public...... Smiling

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Re: SE:V v1.34 Changelog

Soumis par Guyofdoom le Lun, 2007-04-30 12:17

I would say due to the necessity of some of the fixes it should be made public and soon. Sticking out tongue

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Re: SE:V v1.34 Changelog

Soumis par Myrath le Lun, 2007-04-30 12:22

The bolt weapon issue is rather significant really.
Especially considering it also seems to affect bombs.
I hope it'll be out soon.

~Myrath

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par Captain Kwok le Lun, 2007-04-30 12:26

I don't know what the plans are for the next patch, but I wouldn't expect any changes to Emissive Armor.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V v1.34 Changelog

Soumis par Singularity le Lun, 2007-04-30 14:08

Well, since major AI improvements (AI able to use Cloaking, Alliances, etc., it is) aren't to be expected for now, I don't really care if it's public or not.

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Re: SE:V v1.34 Changelog

Soumis par Chen H le Lun, 2007-04-30 14:39

Singularity wrote:
Well, since major AI improvements (AI able to use Cloaking, Alliances, etc., it is) aren't to be expected for now, I don't really care if it's public or not.

Just play online against other players and you won't have to worry about it.

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Mod Designer

Re: SE:V v1.34 Changelog

Soumis par ColonialAdmiral le Lun, 2007-04-30 16:37

Really the only thing that I want fixed is the planets issue, everything else will be just extra for me Laughing out loud
Oh and I would like space monsters!!!! THATS NOT EXTRA ITS REQUIRED!!!MUHAHAHAHAHAHAHAHAHAHAAHHAHA!!!!
Laughing out loud

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Re: SE:V v1.34 Changelog

Soumis par Litcube le Lun, 2007-04-30 16:55

There's many people who are experiencing the population transport minister not working.

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Re: SE:V v1.34 Changelog

Soumis par JP_Jones le Lun, 2007-04-30 21:43

pop transport minister not working for me.

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Re: SE:V v1.34 Changelog

Soumis par Harmonious Hegemony le Mar, 2007-05-01 17:47

What about the AI still making troops without weapons and drones without warheads? That seems like it would be pretty easy to fix. This still wouldn't make the AI challenging to play, but what the heck. A journey of 1000 miles, and all that.

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Re: SE:V v1.34 Changelog

Soumis par Thy Reaper le Mar, 2007-05-01 18:43

I've been discussing the planet issue with MM, and he seems to think the problem doesn't exist with normal planets. I've sent him a save game and detailed an example, so hopefully the whole issue will be fixed in 1.35.

Also, the population minister is working fine for me. It's a bit stupid at times, but still works. Did you enable ministers for the ship?

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

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Re: SE:V v1.34 Changelog

Soumis par Litcube le Mar, 2007-05-01 19:20

-I have population transport turn on in empire options
-Ship has minister enabled {CTRL-T}
-The ship has many cargo bays
-The ship has no current order
-The ship has movement point and supply
-The ship is of type "Pop. Transport" as per stock game.
-I have one full planet of population and one newly colonized

Ship doesn't move.

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Re: SE:V v1.34 Changelog

Soumis par Nevyn le Mer, 2007-05-02 00:10

Litcube wrote:
-I have population transport turn on in empire options -Ship has minister enabled {CTRL-T} -The ship has many cargo bays -The ship has no current order -The ship has movement point and supply -The ship is of type "Pop. Transport" as per stock game. -I have one full planet of population and one newly colonized

Ship doesn't move.


It will take 1 turn to start moving, then it will load cargo the next turn and not move.
Then it will move the third turn after.
And it will stop each turn it loads or unloads.

Doing it manually is far faster.

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