SE:V v1.61 History |

The latest beta changelog...
Version 1.61:
1. Fixed - Sometimes joining an alliance would cause the game to crash.
2. Fixed - "Component - Damage Resistance" for armor does not apply if the damage type hitting the armor
has an armor penetration percent of 100%.
3. Fixed - Planet Value Low Percent, Planet Value High Percent will not allow negative numbers.
4. Fixed - All Remote orders will no longer generate a Moveto order if the vehicle is at the
load/drop/launch/recover location, and it has no other orders.
5. Fixed - The Set Construction Queue warning messages can now be removed with the Escape key.
6. Fixed - The Condensed button is now enabled on the Transfer Cargo window during Simultaneous Games.
7. Fixed - You can transfer multiple items in the Transfer Cargo window during Simultaneous Games.
8. Fixed - The Transfer Cargo window would sometimes load the same object twice during a Simultaneous Game.
9. Fixed - Units and Facilities will show an ID number after their name for non-condensed cargo items in
the Transfer Cargo and Launch/Recover Units windows in Simultaneous Games.
10. Fixed - In the Transfer Cargo window in a Simultaneous Game, if you use the Move Cargo button on
an order line, that order will be deleted.
11. Added - Formula function "get_empire_ability_facility_count".
12. Added - Formula function "get_empire_specific_facility_count".
13. Added - Formula function "get_empire_queues_ability_facility_count".
14. Added - Formula function "get_empire_queues_specific_facility_count".
15. Fixed - Ruins icon was not showing on the planet report.
16. Fixed - Abilities list was not displaying for uncolonized planets.
17. Added - Status Icons column to the Planets List window.
18. Fixed - Storms should not block sector view ship placement.
19. Fixed - The ability "Shield Disruption" was not working.
20. Fixed - Improved the speed of the Unit Group report.
21. Fixed - Launching of large unit groups was causing a slowdown.
Re: SE:V v1.61 History
That's a lot of stuff that is nice to have fixed/added.
Especially 9, 15, 19-21.

Re: SE:V v1.61 History
Woooooooooooo things really are starting to look shiny~~ Shield Disruption... goodness knows how long that hasn't worked ^^;;
---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.
Re: SE:V v1.61 History

Re: SE:V v1.61 History
Does 21 mean that I can launch my 50 fighters in the system window and not have to wait 1 min each launching.
SEV, more than a feeling.

Re: SE:V v1.61 History
OPTIMIZE,OPTIMIZE.
Re: SE:V v1.61 History
Any idea when the patch will be released?

Re: SE:V v1.61 History
ha ha another patch already? i just barely got my 1.58 game going 
thats so awesome for multi player fixes. and thank god for fixing unit launches. launching 100 fighters was so painfull 
as for 15... is it only ruins? or are all planet status icons working now?
looks like Armour skipping is fixed, bye bye emissive protection 
Re: SE:V v1.61 History
Will BM 1.11 be save game compatible 1.58 to 1.61?
Re: SE:V v1.61 History
Great I have asked about 7 since very early on.
It will be great to be able to chose how many fighters to load or how many of anything insead of just using load all.
Re: SE:V v1.61 History
That emissive fix will be great for the balance of Racial weapons and armour. My friend's PBW game was thwarted by discovering the hard way that shard cannons couldn't penetrate emissive armour as they should!
And we are nearing another release, fantastic! There's just time for Aaron to add "Save strategies and column layouts to a file for reloading" between now and then! 

Re: SE:V v1.61 History
2nd that last remark. It's a nuisance to have to remember every game how you customized each view and if you're like me, you'll customize just about every single one of them :s
Re: SE:V v1.61 History
Yes that would be great, also having some of the views from SEIV would be good. Like being able to mark on the galaxy map hostile systems,
It will also be good when all this patching is done and we can play a game as it should have been with out always wondering if the next patch will mess up the game you are playing.
I know there will always be things to add / change but once every 6 months would be fine once the game is running properly.

Re: SE:V v1.61 History
He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao
Crimson

Re: SE:V v1.61 History
Keeps getting better and better!! Any chance some more stellar abilities make the list, like say unstable WP auto close 
Like the added function/sys calls!! always good to see more mod/scripting functions make the list

Re: SE:V v1.61 History
So, still waiting for:
"scrap facility type",
exclude option for "systems to avoid" in planet screen,
option to "block fighters" from leaving sector during combat,
"select all queues",
option to "auto launch satellites" after construction.
[edit]
also:
upgrading the queue doesn't upgrade the upgrades in the queue, leaving a series of sequential upgrades.
when upgrading ships, it would be nice for the engine types to upgrade as well.
Re: SE:V v1.61 History
He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao
Crimson
Thats exactly what that means.
And I am surprised Aaron even worded the function exactly as I did in my email to him.
Re: SE:V v1.61 History

Re: SE:V v1.61 History
Man 6 months I can see the torches and pitchforks coming already 
Groovy Baby Yeah!
Re: SE:V v1.61 History
THAT would be very nice !
Hope they will do that.

Re: SE:V v1.61 History
The main problem with upgrading engines is that they do, but only within their named variety - different varieties are a completely different component, and even then, not always desirable. I personally find it often advantageous to leave, say, Ion engines on my low-cost/low-performance colonisers and freighters, due to the reduced price leading to faster production, while the larger levels of supply actually give them a greater range... and unless the target destination is an even divisor of 12/13/whatever, there's often cases when the ships superior engine wouldn't get there any faster, in terms of turn consumption, anyway. 
I fully agree it'd be lovely to be able to do a 'mass replace' on components, though. Come to think of it, it'd be nice to just 'select all' => 'replace with X' which places components with the new one, up to the origionals tonnage. That would be lovely for Supply/Ordinance/Cargo freighters, engine upgrades, upgrading a warship from Depleted Uranium Cannons to Meson Stream Blasters... you get the idea.
I fear it would take a lot of work, though. 

Re: SE:V v1.61 History
Me, I'd love to have the choice to place old versions of components on new ships. Currently you can only do it by a roundabout way with saved obsolete ship designs. As sometimes, cheap old-tech is good enough for the job.
---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.




Re: SE:V v1.61 History
Holy Cow! Someones been working hard
Groovy Baby Yeah!