SE:V v1.50 Changelog |

Greetings.
The latest from the beta...
Version 1.50:
1. Fixed - Sys_Create_Empire_Fleet_Task_Force script function was not working.
2. Fixed - When fleets pool their supply and ordnance, carriers will only restore
their own stores and not those of their carried units.
3. Added - Field "Treaty Element Maximum Trade Percentage 1 - 6" to Settings.txt.
4. Added - Field "Treaty Element Tariff Percentage 1 - 8" to Settings.txt.
5. Added - Field "Alliance Rule Percentage Of Votes To Pass 1 - 6" to Settings.txt.
6. Added - Field "Alliance Rule Maximum Trade Percentage 1 - 6" to Settings.txt.
7. Added - Field "Alliance Rule Turns To Add Player 1 - 2" to Settings.txt.
8. Changed - Happiness.txt values are now all decimals.
9. Changed - Changed some field names in Happiness.txt to make them more clear.
10. Added - Field "Our Ships Lost" to Happiness.txt.
11. Added - Script function "Sys_Give_Space_Object_Order_Load_Specific_Cargo".
12. Added - Script function "Sys_Give_Space_Object_Order_Drop_Specific_Cargo".
13. Fixed - Combat Morale ability was not always showing up in the abilities list.
Re: SE:V v1.50 Changelog
In reading this, and the past few change logs, its hard to see that much is being done to improve the things that most people are complaining about with the game. I scan down the list of changes and keep thinking don't care . . don't care. . . don't care as I read them. How are the priorities being set? It doesn't seem to correlate much to the posts that are being made here.
Re: SE:V v1.50 Changelog
What 3 to 7 make, exactly?
Re: SE:V v1.50 Changelog
sorry, double click
Re: SE:V v1.50 Changelog
I got to say I was thinking the same thing. I think the game is pretty well debugged. I agree that there are still problems, but for the most part you can play a game without too much trouble. The exception being perhaps speeding up turn process.
I think it is time to consider moving from making the game work to making the game 'fun'. I understand that the strength of SE is supposed to be the modding of it. But I don't think that the game is ever going to do really well unless the base game itself is fully (or mostly) developed.
Time to look at that AI, time to look at some balance issues, time to start making the races unique, etc.
I don't want to sound like I'm ungrateful or anything, but that is my opinion. The way I believe it should work is not: 'get the game, patch it, download a mod and install, have fun' rather I think it should be: 'get the game, patch it, have fun with it, when your tired of the game or want a specific experience then get a mod'. If you see what I mean.
YMMV

Re: SE:V v1.50 Changelog
A FOG system and performance tuning is needed,the game runs so slow,even on a high end machine with 8800gts.
Re: SE:V v1.50 Changelog
Re: SE:V v1.50 Changelog
Yes be happy cause most of the new space based games are campaign/mission based crap u can hardly ever find an open-ended play style game that allows single play turn based or multiplayer. Long life to SE franchise. So many of the other games of this type are long gone.

Re: SE:V v1.50 Changelog
Well said, Dansherrill. I would prefer Aaron fix stuff the community itself cannot fix, and let people like the good Captain, work on the AI. Kind of funny though, the SE series is the only game I prefer this approach with.
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StarCraft 2, it's about damn time!
Re: SE:V v1.50 Changelog
I don't know that I agree with that 100%...didn't anybody notice this one from 1.48???
--- 13. Fixed - Order files were sometimes lost if the host received them while taking his turn.
That sounds like it just might fix TCP/IP, which has been a source of major screaming by some folks.

Re: SE:V v1.50 Changelog
How will you resupply the carried units then?
Would this just add the ability to make a trade treaty max out at 1%, 2%, 3%, besides 5%-30%? That seems useless. I would have changed the system the other way -- just make the option "Trade Treaty" with no option to set the percents. I always use 30% anyway, so why have the extra scrolling?
Re: SE:V v1.50 Changelog
#2. I hope there will be a button, or some other method of resupplying the fleet's carrier's units.
I wouldn't want to have to launch the fighters ... resupply them, and recover them, just to get them loaded with supplies.
Re: SE:V v1.50 Changelog
I'm happy to see 11 and 12.. i've already written the code so an empire will load a non breathable population off a world that also has beathable population, and transport them to a world where they breathe the atmosphere

Re: SE:V v1.50 Changelog
Re: SE:V v1.50 Changelog
I'm still waiting for the 'map' to actually function like a strategic map.
Re: SE:V v1.50 Changelog
Have I missed it, or is nobody else having a problem with ground combat? I am having problems in which units are located on the edge of the board and show up as cargo or occupying unit when you access the planet information but can not be accessed or selected during ground combat. I hope this will be fixed in 1.50
Thanks,
Re: SE:V v1.50 Changelog
Yes, I have reported the same problem. It's a game stopper because they never enter the fight and you can't attack the planet from space because you have troops on the ground. I even tried landing a 2nd force and they ended up around the edge as well. The only thing you can do, if you don't want to watch the non-battle time out every turn, is start a new game. That was the point of my earlier post about the priorities for patches.
Re: SE:V v1.50 Changelog
Make sure to send savegames detailing the problem to Malfador (se5 at malfador dot com), else they won't really be able to do anything about looking into what causes the problem.
Re: SE:V v1.50 Changelog
I think he is referring to what has been called a "sight memory" function where the map "remembers" who owned the system when you last visited it.

Re: SE:V v1.50 Changelog
The main problem is the AI. Although it can be modded, it's not an easy task to do it yourself. Also, it seems that "modding" is becoming "fixing" as more and more developers rely on modders to make their titles work. Paradox comes to mind.
I understand that Mr. Hall is a company of one, but... I've not the time (nor the will) to program a worthy AI to be able to play a fun game. And no, I also haven't the time to mess in multiplayer. When I come home from work, I don't really want to continue working.
Re: SE:V v1.50 Changelog
On the patch priority question:
I personally prefer that MM NOT "fix" a lot of things that can be modded by the user - because sometimes my vision of such things differs from his...so I end up having to mod it in the end anyway.
What I AM dissapointed about are "features" of the game that I cannot play or even mod because they do not work. #1, #11 and #12 on that list are more what I want to see. Give us more functions to work with and fix those functions/features that currently don't work. I enjoy customizing the game to my own tastes but it gets frustrating to keep coming across semi-implemented features or have your ideas shot down due to the lack of a simple function.

Re: SE:V v1.50 Changelog
The main problem is the AI. Although it can be modded, it's not an easy task to do it yourself. Also, it seems that "modding" is becoming "fixing" as more and more developers rely on modders to make their titles work. Paradox comes to mind.
I understand that Mr. Hall is a company of one, but... I've not the time (nor the will) to program a worthy AI to be able to play a fun game. And no, I also haven't the time to mess in multiplayer. When I come home from work, I don't really want to continue working.
I 100% Agree with this post.
Groovy Baby Yeah!




Re: SE:V v1.50 Changelog
Hmm... 8-10 looks like he at least tweaked happiness a bit, but it's still too simple as a linear system. Perhaps he will make more changes?
Also, does Combat Morale even work? I thought it didn't do anything, so why would he fix whether it is visible or not?
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