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

v1.44

Soumis par ernesto79 le Ven, 2007-07-13 14:19 Space Empires V General

for those who missed it the patch is out ^^
not much but i guess it was important to mm fixing those two issues befor the patch Smiling

Version 1.44:

Fixed - Mine vehicle sizes were using the wrong ability value in the ability description.
Fixed - Added check for machines that don't support gamma shifting.

‹ German players Balance Mod 1.08 on SEV 1.44 ›
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Re: v1.44

Soumis par DarkRx le Ven, 2007-07-13 14:43

When is it going to be avaliable on Steam?

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Re: v1.44

Soumis par evilginger le Ven, 2007-07-13 15:00

give them a day or so to update for all you poor Steam Victims

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Re: v1.44

Soumis par evilginger le Ven, 2007-07-13 15:01

give them a day or so to update for all you poor Steam Victims

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Re: v1.44

Soumis par Nicky21 le Ven, 2007-07-13 15:03

somebody should page Kwok.

Captain Kwok to the bridge. I repeat, captain Kwok, you are needed on the bridge!

Just kidding Smiling)

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Mod Designer

Re: v1.44

Soumis par unnamed le Ven, 2007-07-13 15:12

For those of you using my mod (Unnamed's) I dont think this patch will break it but I cant promise anything. I'm on Steam so I wont get it for another day or two. If you see anything though, let me know.

-Unnamed

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Re: v1.44

Soumis par marx0012 le Ven, 2007-07-13 15:17

I realy hate beeing on steam right now........ Laughing out loud
------------------------------------------------------------------------------
Every great fall begins with a single mistake, YOU just made your's........

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Re: v1.44

Soumis par Noumenon le Ven, 2007-07-13 15:25

You guys' machines must not support gamma shifting, because I can't see anybody anywhere caring about the mine vehicle thing.

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Re: v1.44

Soumis par Noumenon le Ven, 2007-07-13 15:27

dang double post, can't delete

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Re: v1.44

Soumis par Myros le Ven, 2007-07-13 15:28

This patch fixes 80 things since the last official patch .... not just the 2 things listed since the last beta.

M

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Re: v1.44

Soumis par fdlu le Ven, 2007-07-13 15:36

Just downloaded.

http://www.spaceempires5.com/files/se5patch_v144.exe

Sorry, no offense. Just missed a link in the post.

BTW, does anybody know if this is an "International Patch" (able to solve the problems with the German/French Versions) ?

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Mod Designer

Re: v1.44

Soumis par Ashbery76 le Ven, 2007-07-13 16:02

The downside of only playing balance mod is I still have to wait until Kwoks back.

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Mod Designer

Re: v1.44

Soumis par unnamed le Ven, 2007-07-13 16:04

Just updated on Steam, there is a merciful God.

-Unnamed

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Re: v1.44

Soumis par ernesto79 le Ven, 2007-07-13 16:15

hihi yeah forgot the link ^^
i am pretty new to this Eye-wink

and Myros i meant the last changelog had only the two changes i posted, and since we waited nearly two weeks since the last changelog i assumed what i said in the first post ^^

i am no sub for kwok and i dont wanna be Smiling

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Re: v1.44

Soumis par Myrath le Ven, 2007-07-13 16:17

Ahhh.. Colors on my minimap. Thank the gods Smiling

~Myrath

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Re: v1.44

Soumis par DarkRx le Ven, 2007-07-13 16:24

unnamed wrote:
Just updated on Steam, there is a merciful God.

-Unnamed

I'm amazed.

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Mod Designer

Re: v1.44

Soumis par Fyron le Ven, 2007-07-13 16:32

Ashbery76 wrote:
The downside of only playing balance mod is I still have to wait until Kwoks back.
The patch doesn't break mods.


SpaceEmpires.net | Space Empires Wiki

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Re: v1.44

Soumis par Nicky21 le Ven, 2007-07-13 17:07

I hope so.

But it does break save games for BM. I had a game in BM 1.35 where my ships were using anti-proton beams and my enemies fusion beams. After the patch all my ship got stuck with DUCs and the enemy's ships had phased-polaron beams.....

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Re: v1.44

Soumis par nightboy42 le Ven, 2007-07-13 17:08

Ehm... just one question:P The patch list for this patch says that 1.43 has a ton of fixes... are all the patches as one?

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Re: v1.44

Soumis par ernesto79 le Ven, 2007-07-13 17:15

yes you always just need the newest patch

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Re: v1.44

Soumis par nightboy42 le Ven, 2007-07-13 17:18

ah thanks Laughing out loud okey lets start a new game and get kicked by the AI some more

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Re: v1.44

Soumis par Raapys le Ven, 2007-07-13 17:44

Turn processing certainly appears smoother.

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Re: v1.44

Soumis par Brad le Ven, 2007-07-13 18:14

It breaks any mod which uses a modified MainStrings.txt.

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Re: v1.44

Soumis par RBcrusher le Ven, 2007-07-13 23:22

For an ongoing game started with BM1.04, a saved game from SE5 1.35 loads OK, but trying to move a ship causes an access violation crash. I did several retries and it happens for any ship. Don't know if I should add it to the issues list since BM 1.04 is so dated. (BM 1.05 broke 1.04 savegames so could not update BM further for that game)

So I guess it's either start a new BM game with the latest or somehow revert SE to v1.35 if I want to continue that interesting game. -sigh-

Can anyone report crashless play with BM 1.08?

I'll be trying it shortly... BTW, I have a dual-core athlon and had 'Support Multithreading' set TRUE in settings.txt before. I had added it to the BM settings since BM still doesn't have it even in 1.08. It seems to be required for SE5 to run OK without having to set se5.exe's CPU affinity to a single CPU after startup but before play. Or at least it used to work that way AFAIK, is that still the case?

-- all your planets are belong to us --

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Mod Designer

Re: v1.44

Soumis par Fyron le Ven, 2007-07-13 23:37

The setting does absolutely nothing in my testing. SE5 made the same number of threads with it on or off, and used much of only one core (with very slight usage on the other) with true or false.


SpaceEmpires.net | Space Empires Wiki

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Re: v1.44

Soumis par Myrath le Sam, 2007-07-14 01:35

I am confused now;
I hope BM games will be able to continue. We are using 1.08
I'm looking forward to 1.09 with the current version 1.43;

~Myrath

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Re: v1.44

Soumis par zalon le Sam, 2007-07-14 04:12

Is this patch finally compatible with the 1.30 version of the German (and French?) editions?

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Re: v1.44

Soumis par Sotho Tal Ker le Sam, 2007-07-14 06:09

I doubt the patch is compatible - you could try to install it, but if it succeeds it will turn your game into the english version.

Better ask the publisher of the localized versions when they will release a localized patch. :x

Edit:
Quoting from the official site ( www.malfador.com ):

Quote:
7/13/07 - Space Empires V Patch 1.44 Released
Firday the 13th, good day for a patch! The 1.44 patch is now available for download. This patch fixes various problems in the game and adds some new features. Check the history.txt for a complete list. This patch will work on versions 1.00, 1.08, 1.13, 1.17, 1.20, 1.25, 1.33 and 1.35 of Space Empires V from retail (not the demo, Steam, or European version).

So I guess you are out of luck...

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

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Re: v1.44

Soumis par KronosX1 le Sam, 2007-07-14 06:42

I too have access violation after installing the v1.44 patch, but I'm running just the standard games with no mods or changes. Or if I don't move a ship then ending my turn cause the game to freeze when processing the first AI player, no green bar or anything.

Is there a way of converting from a 1.35 game to a 1.44 game without these issues as I would really like to complete this game.

Regards

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Re: v1.44

Soumis par Nicky21 le Sam, 2007-07-14 07:40

ive been running balance mod for 3 hours now. I did had to start a new game, but so far things ran without any issues...

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Mod Designer

Re: v1.44 with Unnamed Mod

Soumis par unnamed le Sam, 2007-07-14 07:57

Unnamed Mod with version 1.44

The patch should not break the mod. If it gives you an error when trying to load the mod or start a new game it, then there is a quick fix you can do to fix it. Just go into the Unnamed Mod folder under gametypes and delete the data folder. This should fix it. (data folder is not needed, the newer versions of my mod dont have it at all, only comes from the older versions.

-Unnamed

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Re: v1.44

Soumis par loonies le Sam, 2007-07-14 12:29

It would seem that this patch has disabled/broken the ability to have multiple ships/fleets selected and give them a 'group order', so to speak. Thus, you must either put all ships in a fleet, which is time consuming and of course isn't necessary, or issue orders to each ship/fleet individually and then sit and watch while they all move by themselves. Are any other users able to replicate this behavior?

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Re: v1.44

Soumis par Cyber_Tech le Sam, 2007-07-14 20:17

I'M playing a v1.35 game with BM 1.08 after upgrading to 1.44. Everything is OK. It's good to see colors in the mini-map Smiling

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Re: v1.44

Soumis par Solymr le Dim, 2007-07-15 00:40

Works fine with BM 1.08 for me. Even using a pre-patched save game and it's fine.

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Re: v1.44

Soumis par Dvoongar le Dim, 2007-07-15 02:58

I attacked a hex tonight with 4 unfleeted ships. Stock 1.44, 1p, turn-based. Worked just fine.

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Re: v1.44

Soumis par Marek le Lun, 2007-07-16 06:04

Will this patch released for the European users too? Can i use it with the UK Version of the Game?

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Re: v1.44

Soumis par loonies le Lun, 2007-07-16 10:01

Solymr wrote:
Works fine with BM 1.08 for me. Even using a pre-patched save game and it's fine.

Thank you for testing. This patch did some rather interesting things to my save games. Lots of pointer errors. I ended up performing a reinstall. New game in the works.

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Re: v1.44

Soumis par evilginger le Lun, 2007-07-16 13:17

it works with the English language version of the game but not yet French German etc.

hope that helps

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Re: v1.44

Soumis par RBcrusher le Lun, 2007-07-16 18:54

A few things I've noticed that I'll probably be posting to the issues area soon:
SE5 1.44, BM 1.08 ( I realize that Cp. Kwok will be releasing an updated BM when he 'gets back', since it's now possible to fix things like the AIs to NOT build intelligence facilities when intelligence is disabled. And perhaps make the AI's build recon satellites to detect cloaked ships, which IIRC the stock AI's did do, and is tactically critical, IMO. )

- something is still weird about ground combat starting conditions.
Sometimes all my units appear on screen OK and there seems to be the correct number of militia, but not always. My units sometimes start off screen and only the fighters are fast enough to get on screen and engage. I've tried to correlate behavior with the number of pre-existing troops on planet etc., but have not been able to see any real pattern yet.

- fighter resupply: can someone tell me or where can I find the current rules regarding how units get supplied. If units short on supply get loaded/recovered and then relaunched, they appear to take what they need from the 'host' as much as is available, to the point where the host can have 0 supply left and thus only 1 movement left even if resupplied. This should be limited so that in any case the host is left with a few hundred minimum.

After resupplying/ord. fighter groups in space to full then going into combat, some fighters are still short. It's like the resupply didn't happen. There are still some logic errors lurking in the unit group supply management algorithms, I'd say.

- Missile ships and maybe others with ordinance, seem to be magically re-ordinanced to full after combat sometimes. Maybe it has something to do with destroyed fighters that had ordinance left as it seemed most noticeable when there was combat with my force having a single missile ship and some fighters. Maybe only when all the fighters were destroyed.

- some AIs are building duplicates on the same planet of facility types with the attribute of 'only 1 facility per planet effective', such as the Central Computer Complex.

enjoy, Ron

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Re: v1.44

Soumis par arthurtuxedo le Lun, 2007-07-16 23:29

I think I found the crux of the issue. It seems that when you click on a number of ships, then on a different system, and then hit the move button, it deselects all the ships. But if you select the ships, click move, then click on the target system, it works fine. You just happened to be used to doing it the second way already, while he (and I) were used to doing it the first way.

Dvoongar wrote:
I attacked a hex tonight with 4 unfleeted ships. Stock 1.44, 1p, turn-based. Worked just fine.

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Re: v1.44

Soumis par BlueTemplar le Lun, 2007-07-16 23:52

I have a problem with scout drones (only sensors) staying in place and not following orders in combat. If you give them a move order, they will move for a split second then stop. It may be caused by the new retreat options.

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Re: v1.44

Soumis par obliwobly le Mar, 2007-07-17 06:04

ernesto79 wrote:
yes you always just need the newest patch

Does that include all the previous released patches, can you just add 1.44 patch to fresh instal and go ? I have reinstalled & patched it on that basis from 1.35 and it works but have had some bugs just wondering if its because I need to add all the preceding releases.

Reason I ask is patch sizes, first three patches released were 17 Mb each and somehow the patch is now down to 6 Mb which makes me wonder if I am missing some stuff.

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Re: v1.44

Soumis par fdlu le Mar, 2007-07-17 06:30

As far as I know you only need the latest patch which includes all prior ones..

The size difference was due to the manual.pdf (up to ver. 1.13/ 23 MB unzipped)
which is not included anymore in the patch. ( I THINK I read something like that
in a forum somewhere)

The manual.pdf is available as a single download at the MM site.

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Re: v1.44

Soumis par obliwobly le Mar, 2007-07-17 11:01

Tnaks fdlu that makes sense.

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Re: v1.44

Soumis par RBcrusher le Mer, 2007-07-18 00:15

A new 1.44 + BM 1.08 game with 5k RP, 20M TP, and max AI bonuses is going well. Many thanks to Cap. Kwok. and of course MM for all the fixes.
The AIs so far seem much better at construction choices etc., we'll see if they can actually try to defend systems (WPs) decently, and build sensor sats. So far my cloaked scouts have a free hand and are great for sneaky commerce raiding and the AIs have yet to counter them.

Update:
I was confused previously, the first entry refers to the number of entries, not some base value to be multiplied by. Also entry 26 was duplicated so I fixed that, which brings the total to 31.

Change: Number Of Ground Combat Militia Troops to 31, 30 is wrong and the game is not detecting the wrong number of entries on loading, This probably is responsible in some instability after doing any ground combat such as bad pointers and access violation when exiting the game if not during play, which I noticed happens eventually, also.

Also fix:
The entry 26 duplicate is actually an entry 27 error this should be fixed and the following ones changed to increase their entry number by 1. The number of entries is really supposed to be 31.

Testing this shortly...

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Re: v1.44

Soumis par BlueTemplar le Mer, 2007-07-18 16:08

Fixed - Mine vehicle sizes were using the wrong ability value in the ability description. Does that mean mines are now cloaked?

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