No... it couldn't be... (1.67 beta!) |

Aaron has released a version 1.67 beta patch, and he plans to release the official version next week!!!
I'm at work right now so I can't install the patch right now to find out what exactly is new... but he says he's fixed a number of issues reported by players since the release of 1.66, including a lockup when processing end of turn!
Re: No... it couldn't be... (1.67 beta!)
Version 1.67:
1. Fixed - Rare game hang during end of turn processing.
2. Fixed - Log window would crash on some occasions.
3. Added - Additional requirement text for the ring world and sphere world generators.
4. Fixed - Ships would uncloak when a game was loaded.
5. Fixed - "No Tactical Combat" option was not working correctly.
6. Fixed - You can no longer jettison enemy troops on a planet you own.
7. Fixed - Join Fleet order now displays with the actual fleet name.
8. Fixed - Enemy ship designs would still sometimes show after a sector view.
9. Fixed - Allegiance Subverter was working against ships with Master Computers.
10. Fixed - Ships no longer drop their cargo when being retrofitted.
11. Changed - When repairs on a ship are complete, its crew is restored to maximum.
12. Fixed - Occasional error in ground combat with large numbers of units.
13. Fixed - "Psychic Ship Training Facility" typo.
14. Fixed - "Psychic Fleet Training Facility" typo.
15. Fixed - Sometimes units could start outside of the retreat circle in space combat.
16. Fixed - The end of turn confirmation dialog was including ships in fleets for its listing
of ships without orders.
17. Added - The end of turn confirmation dialog now lists fleets with movement remaining but no orders.
18. Fixed - Sometimes mine damage would report hitting the wrong player.

Re: No... it couldn't be... (1.67 beta!)
Number 6 made me ROFL! I had no idea, but yeah, that's one mean bug
Very nice list of game spoiling bugs fixed.
Re: No... it couldn't be... (1.67 beta!)
very much liking 16 and 17, that's been bugging me forever
11 is nice too for deep space retrofitting of crew quaters and life support (i presume that's what it's for)
Re: No... it couldn't be... (1.67 beta!)
Number 15 is the biggest one for me. The rest don't impact me that much. 
Re: No... it couldn't be... (1.67 beta!)
Where can I download this? I checked the Patches section, but that only had 1.66...
Re: No... it couldn't be... (1.67 beta!)
As has always been the case in the past, beta patches are for beta testers...
Re: No... it couldn't be... (1.67 beta!)
AAAaaaaaaawwwwww ... but then again .. next week isn't that far away
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: No... it couldn't be... (1.67 beta!)
Ah, number 1. That has been bugging my game. Good to see they managed to fix it.
Any word on the satellite/drone/fighter supply/ordnance bug? I still see it on 1.66. Am I the only one?
Or is this "in the know" and work in process?
Re: No... it couldn't be... (1.67 beta!)
Make sure to report any outstanding bugs to se5 at malfador dot com ASAP; don't wait to learn if its "in the know", just email! 
Re: No... it couldn't be... (1.67 beta!)
I think it is still in the bug reports, I updated it some time back. I was under the impression that those are still being worked on, but it could have slipped between the cracks. I actually have few I could report, but I haven't wanted to spam too much, I figured the bug report would be enough.
Umm. If I have a suggestion on what might be the cause of it, would they be interested in hearing it? (to possibly ease fixing the bug?) Or would I only look stupid and would it get my bug report down in priority by few notches?
And out of curiosity, who is responsible for closing the fixed bugs in the issues, so the open ones won't get caught in between?
Re: No... it couldn't be... (1.67 beta!)
This bug still exist in 1.66.... (ships changing to HUGE size).
http://i240.photobucket.com/albums/ff185/crazy_dog_pt/huge_ships.jpg
Re: No... it couldn't be... (1.67 beta!)
Thats the bug I get most of the time ( after a view hours of playing and switching a lot )
restarting makes it go away, though
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: No... it couldn't be... (1.67 beta!)
Yes thats right, but is annoying....
Unnamed
With fixes like that, do you think old save games will work?
I could possibly continue my Unnamed AI game that was freezing at the end of the turn now...
Or is it significant of a change to break compatibility with the older MODs and older saves?
Either way - glad to see another patch!
(Sorry for the n00b questions - i just started playing SEV last week and am new to the scene here).
Smok

Re: No... it couldn't be... (1.67 beta!)
I don't think any of the changes will negatively impact saved games from v1.66...
Re: No... it couldn't be... (1.67 beta!)
Re: No... it couldn't be... (1.67 beta!)
Still no fix for limitless units even when you set a low maximum number 
Re: No... it couldn't be... (1.67 beta!)
what graphic card you have ?
I have 2 computers and this appear pretty fast in the new one (gforce 8800 gts512) and in the late one (gforce 6600gt) but almost never in the old one (gforce 4 mx440).
Re: No... it couldn't be... (1.67 beta!)
That and the AI still building Intel centers in a No Intel game. 

Re: No... it couldn't be... (1.67 beta!)
For the above three posts, e-mail Aaron these bug reports. Even if you already sent one months ago, send another. It'll help to remind him.
BTW the e-mail address is:
-----
"Understanding is a three edged sword. Your side, their side, and the truth" -Kosh
Re: No... it couldn't be... (1.67 beta!)
Number 6. That's my kind of defense right there lol.
Re: No... it couldn't be... (1.67 beta!)
What about the nug where ships face the wrong way after you move them? eg, the face left after they move right.
Re: No... it couldn't be... (1.67 beta!)
Did you email the bug to recently, with an attached savegame to facility faster verification?
Version 1.68:
1. Fixed - Ability "Planet Maximum Population" now combines with a sum instead of a max.
2. Changed - Script function "Sys_Change_Planet_Conditions" now takes a real instead of a long.
3. Changed - Script function "Sys_Change_Planet_Value" now takes an additional parameter of the resource type.
4. Fixed - Intelligence action and Event action damaging planet conditions were damaging them too much.
5. Fixed - Improved text for script parser "Incorrect Parameter Type" message.
6. Fixed - Improved text for script parser "Incompatible Types" message.
7. Fixed - Crash with large numbers of stellar object types.
8. Fixed - Sometimes drones would fly beneath their target to ram.
9. Fixed - Sometimes allies would fire weapons on each other during combat.
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
11. Changed - Increased the damage done by black holes.
12. Fixed - AI would sometimes send warnings for actions a player didn't take.
13. Fixed - Intelligence actions would continue to occur even after spending was set to zero.
14. Fixed - The first stellar object should always be in the center of the combat map.
15. Fixed - Unit groups in combat would not give their full supplies and ordnance to individual units.
16. Fixed - Ramming target selection was not taking into account targeted damage.
Re: No... it couldn't be... (1.67 beta!)
v. 1.68? This is too beautiful to be true...
Re: No... it couldn't be... (1.67 beta!)
Re: No... it couldn't be... (1.67 beta!)
those fixes are so... what I would want
Re: No... it couldn't be... (1.67 beta!)
but I would add at least one more:
17. Fixed - Weapons damaging only shields will not fire on a target without shields.

Re: No... it couldn't be... (1.67 beta!)
eh, why would they fire on a target without shields? Or, better yet, if they did fire and did absolutely nothing because there were no shields, what have you accomplished beyond wasting supplies/ordinance?
Seriously, I'm not being facetious, Ender, I'm curious: What would be the point?
Re: No... it couldn't be... (1.67 beta!)
Because its completely wasteful to fire weapons on a target that cannot be affected? Could have fired on a different target, waste supplies/ordinance, etc. There is nothing good about it, and everything bad. Plus, it goes along nicely with the related fix:
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
Re: No... it couldn't be... (1.67 beta!)
Three cheers for Aaron.
The unit supply was driving me crazy, the drone issue was annoying, and the blackhole was merely icing on the cake. 
Now, to find other bugs and illustrating them. The work is never done, the great game must be ade even greater.
Wait a moment, I just realized:
16. Fixed - Ramming target selection was not taking into account targeted damage.
Is seeker and/or bolt damage done as pseudoramming? Are they affected by this?
Hmmm. Must test as soon as the new version comes out...
Re: No... it couldn't be... (1.67 beta!)
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
Exactly! Astorax, they fire on those targets unnecesserily now.

Re: No... it couldn't be... (1.67 beta!)
I think theres a disconnect here, we're arguing the same thing. I thought YOUR argument was that they didn't in fact fire and you wanted that fixed. I asked why and now both you and Fyron and basically agreeing with me.
Re: No... it couldn't be... (1.67 beta!)
I know, you did not understand me. My point is that it is the case that needs to be fixed

Re: No... it couldn't be... (1.67 beta!)
There was actually a bit more fixing to auto weapon targeting that was not explicitly listed in the change log. It covered off most of the damage types.

Re: No... it couldn't be... (1.67 beta!)
>> 10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
Woah... with this, I can correct my ship design philosophy - especially towards "Only Shield Generators" weapons on targets that have Shield Regen.
>> 14. Fixed - The first stellar object should always be in the center of the combat map.
Frequently I have had combat where the planet was a long way away from its defensive satellites/bases. Good fix, yes.
---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE
Re: No... it couldn't be... (1.67 beta!)
Is the 1.68 still scheduled to come out next week? Can't wait!
Re: No... it couldn't be... (1.67 beta!)
I hope is 1.69.....
Including the fix for ship size change....
http://i240.photobucket.com/albums/ff185/crazy_dog_pt/huge_ships.jpg
That one is a game killer for me....
Re: No... it couldn't be... (1.67 beta!)
Including the fix for ship size change....
http://i240.photobucket.com/albums/ff185/crazy_dog_pt/huge_ships.jpg
That one is a game killer for me....

Re: No... it couldn't be... (1.67 beta!)
4. Fixed - Ships would uncloak when a game was loaded.
YAY..............................
Re: No... it couldn't be... (1.67 beta!)
Yes,
But.....
Right now (mid of a complex game in a galaxy of 180/190 systems) appear almost each turn... so reloading don't resolve.
If i let go, each turn takes 4/6 hours (not joking) and not 5/10 min, and can't process correctly the battles.
BTW, i have a decent machine (Quad 6600 + 2gb ddr2-800 + gforce 8800gts512 + xp pro sp2), with all updates to day (including dx march2008).

Re: No... it couldn't be... (1.67 beta!)
I think the problem with the big ships bug is that MM hasn't been able to duplicate it, which means no known cause.
Re: No... it couldn't be... (1.67 beta!)
It happens when I play very long times a day.
Or switching alot.
Some times when switching between turns and the ship movement takes place.
or when changing systems after switching.
and of cause after I wake my laptop from hibernation and switch systems or something.
Not always thats true, but thats when it happened.
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: No... it couldn't be... (1.67 beta!)
Not much in 1.68 to excite me. More black hole damage? Don't black holes already destroy ships? 
Re: No... it couldn't be... (1.67 beta!)
No, they just do some damage. 5000 might seem like a lot in the early game, but with the obscenely high number of tech levels in stock, armor gets way up there in structure.
Re: No... it couldn't be... (1.67 beta!)
I want to see "Fixed: Fighters loaded on carriers which are destroyed before they can launch fighters no longer magically appear the next turn and on top of your defensive force at the warp point you blew the carrier up at."
That one has been around for sooooo long.
Re: No... it couldn't be... (1.67 beta!)
Mifely, is this really true? It has never happened to me. Hmm, perhaps I have never seen a carrier loaded with fighters being destroyed.
Re: No... it couldn't be... (1.67 beta!)
It happens occationally, specially around warppoints. The ship exits warppoint at 1 second mark, but first fighters areout at 6 second mark I think. If the ship is destroyed immediately (heavy defense), then the combat might end, before the fighters enter the combat screen. But they still get placed there i nthe strategic screen. This happens with drones and satellites too in theory, but their faster launch might prevent it.

Re: No... it couldn't be... (1.67 beta!)
It happens with sats and dones too...their faster launch rate does not prevent it.
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Re: No... it couldn't be... (1.67 beta!)
And Mines ?! 
Now that would be fun 
Just send minelayers .. instant free warp point ^^
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: No... it couldn't be... (1.67 beta!)
I think it happens with mines too, but I'm not sure about the effect of those mines. If the ships/units in the hex won't move, the mines won't detonate. But I'm not sure what would happen when the more ships from the invader enter the hex.
Re: No... it couldn't be... (1.67 beta!)
BOOOOM !
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: No... it couldn't be... (1.67 beta!)
Yep, true. Fighter-laden carriers are one of the best ways to break a warp point defense in both Stock and BM, due to this bug, as long as you're willing to throw the carrier away.
(A) carrier w/90 fighters gets blown up at warp point before ever launching, or after only launching a few fighters == dead carrier, + 0 to 2 waves of dead fighters.
(b) all the fighters that "died" on the carrier actually just *pop* appear on top of the defending force at the warp point -- RIGHT on top, as if THEY were also defending the warp point.
(c) a mess ensues, and if the defenders are unprepared to deal with a HUGE clump of fighters at once, the "orphaned" fighters clean up the warp point.
I think I may have seen it with mines a while back -- I would imagine mines, sats, drones, and fighters probably all get dropped in this manner, if their carrying vehicle is destroyed.
Its the worst issue multiplayer SE5 has at this time, in my opinion.
Re: No... it couldn't be... (1.67 beta!)
Providing it is true it needs to be fixed immediately!!! Have you notified MM?
In the meantime I have to try this on my opponent...
Beware!!! I am coming!
Re: No... it couldn't be... (1.67 beta!)
I like 27 the best. When is the release date for 1.69 now? 

Re: No... it couldn't be... (1.67 beta!)
About 23, I'd think that if all organic armor on a ship is destroyed, it should stop regenerating. There's no reason for components that are basically no longer there to still have an effect.
-----
A project a day keeps the deadline away.

Re: No... it couldn't be... (1.67 beta!)
I think Aaron might have misinterpreted #23, it was that damaged Organic Armor should regenerate between turns. Not necessarily that it should regen if it all was destroyed.
Re: No... it couldn't be... (1.67 beta!)
Well, that does it, I'm out of bugs to report. I guess I have to see if I can find new ones before next version.
Any idea when the patch reaches to end user? Is 1.69 going to be given out, or will it be 1.7x?
Re: No... it couldn't be... (1.67 beta!)
Wow - every time I check in, the news is getting better and better... Cheers to Aaron!





Re: No... it couldn't be... (1.67 beta!)
Awesome!