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

SE:V v1.73 Changelog

Image de Captain Kwok
Soumis par Captain Kwok le Mer, 2008-05-28 18:30 Space Empires V General

The latest from the beta:

Version 1.73:
1. Fixed - The Resupply At Nearest order was only sending a ship to the nearest location which currently
had both supply and ordnance available. It will now first pick a site with supply and ordnance
available, if that fails it will pick a site with supply available, and failing that it will
pick the nearest site that generates supply.
2. Changed - The restriction that fighters can only be launched once per turn has been removed.
3. Fixed - Units recovered from space retain their last movement amount for the turn. If they are relaunched
in the same turn, they will have their same movement amount as when they were recovered. If they are
launched into a group with full movement, then the group will now have the minimum movement of all units
present.
4. Fixed - When units are recovered from space, they also transfer with their percentage of supply and ordnance
from the group (they used to transfer with their maximum supply and ordnance amount possibly leaving
the remaining group with insufficent supply and ordnance).
5. Fixed - You were unable to remove the last 1M of a population on a planet, even if there were other populations
present.
6. Fixed - AI players did not have their starting tech levels in place when running the setup script.
7. Changed - Sys_Get_Treaty_Elements_Between_Empires now takes a 4th parameter which is a sub element list. This list
is filled to the same size as element list and contains the sub item selection for each treaty element.
8. Fixed - AI was not getting all log messages from the Sys_Empire_Log_Get_Log_Entries_For_This_Turn function.
9. Fixed - In Simultaneous games, sometimes a ship with an odd movement amount (like 13) would not get its last movement.
10. Fixed - In Simultaneous games, an emergency propulsion component would not give additional movement correctly.

‹ Are specialty mines broken? Flash Space Empires! ›
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Re: SE:V v1.73 Changelog

Soumis par StellarRat le Mer, 2008-05-28 18:35

Wow, nice fixes, specially the fighter movement problem. Should work correct now! Yea!

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Re: SE:V v1.73 Changelog

Soumis par Dizzy le Mer, 2008-05-28 20:15

Holy cow does this mean that fighters wont be broken anymore? Can I finally play this game now? What are the showstoppers that are left?

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Image de Atrocities
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par Atrocities le Mer, 2008-05-28 22:30

Nice list of fixes.

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Re: SE:V v1.73 Changelog

Soumis par Fyron le Mer, 2008-05-28 23:09

Dizzy wrote:
Can I finally play this game now?
You'll never be able to play the game. There will always be some bug or other left to dramatize.


SpaceEmpires.net | Space Empires Wiki

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Re: SE:V v1.73 Changelog

Soumis par StellarRat le Mer, 2008-05-28 23:35

Ouch! Smiling

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Re: SE:V v1.73 Changelog

Soumis par Dizzy le Jeu, 2008-05-29 00:07

Fyron wrote:
Dizzy wrote:
Can I finally play this game now?
You'll never be able to play the game. There will always be some bug or other left to dramatize.


SpaceEmpires.net | Space Empires Wiki

Damn.

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Image de Shrike
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par Shrike le Jeu, 2008-05-29 04:43

Now we're getting somewhere! Fix alliances in 1.74 and throw the next patch to the wolves please Laughing out loud

----------
See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

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Re: SE:V v1.73 Changelog

Soumis par Qcontinuum le Jeu, 2008-05-29 05:09

These are extremely valuable fixes IMO.

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Re: SE:V v1.73 Changelog

Soumis par capnq le Jeu, 2008-05-29 06:16

Captain Kwok wrote:
5. Fixed - You were unable to remove the last 1M of a population on a planet, even if there were other populations present.
I didn't know that was bugged. I've done it without having any problems with it.

-----
"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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Image de BlueTemplar

Re: SE:V v1.73 Changelog

Soumis par BlueTemplar le Jeu, 2008-05-29 07:25

Yay! Laughing out loud

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Image de ekolis
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par ekolis le Jeu, 2008-05-29 10:21

capnq wrote:
Captain Kwok wrote:
5. Fixed - You were unable to remove the last 1M of a population on a planet, even if there were other populations present.
I didn't know that was bugged. I've done it without having any problems with it.

Hmm, well maybe it's possible that my transport ship had room for all but 1M of the population I was trying to remove, seeing as the next turn I found 2M of them on the planet (the other 1M coming from reproduction)... I never bothered to check that possibility when I reported the bug the other day Sticking out tongue

Also, were you using the relatively new command to load all population of a particular race? I was; perhaps that command was bugged but the regular load population command wasn't...

edit: misplaced quote tag

~~~
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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Re: SE:V v1.73 Changelog

Soumis par gnosis le Jeu, 2008-05-29 10:23

Yay! good to see the patches coming out again.

No 10 : I had problems with emergency propulsion component in turn based games. I hope this will solve it.

(Praying)Please fix the empire comparison crash in 1.71.

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Image de Isopsyco
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par Isopsyco le Jeu, 2008-05-29 14:09

#8 is interesting, wonder if some of my scripts will work now...

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Image de Shrike
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par Shrike le Jeu, 2008-05-29 16:41

Check 1.72 changelog.

----------
See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

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Mod Designer

Re: SE:V v1.73 Changelog

Soumis par Gideon le Jeu, 2008-05-29 17:20

Quote:
7. Changed - Sys_Get_Treaty_Elements_Between_Empires now takes a 4th parameter which is a sub element list. This list is filled to the same size as element list and contains the sub item selection for each treaty element.

Sweet Hannah, I've been waiting for this one!
Laughing out loud

"Only by being constantly at war with evil in all things, including yourself, can you truly know peace."
Download my mod here: GidMod

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Image de Diz Buster

Re: SE:V v1.73 Changelog

Soumis par Diz Buster le Ven, 2008-05-30 01:01

Hi Guys

I played an early version of the game and I was disappointed.
After several months I decide to try last 1.71 version and....wow!..It seems to me ..better than galciv 2!

Probably there are great possibilities to improve the AI.

Gid,,Is it possible to play your mod with 1.71 patch? ...Will you upload new Gidmod versions?

Ty all.

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Re: SE:V v1.73 Changelog

Soumis par capnq le Ven, 2008-05-30 06:40

ekolis wrote:
capnq wrote:
Captain Kwok wrote:
5. Fixed - You were unable to remove the last 1M of a population on a planet, even if there were other populations present.
I didn't know that was bugged. I've done it without having any problems with it.
were you using the relatively new command to load all population of a particular race? I was; perhaps that command was bugged but the regular load population command wasn't...
No, I was transferring them manually in a sequential movement solo game. That probably explains why I'd never seen the bug.

-----
"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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Re: SE:V v1.73 Changelog

Soumis par Slimbo le Ven, 2008-05-30 12:20

How about: fixed - ships can be unmothballed.

~Slimbo

Everything that has transpired has done so according to my design...

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Image de Captain Kwok
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par Captain Kwok le Ven, 2008-05-30 12:21

That was fixed in the v1.72 beta.


Space Empires Depot | SE:V Balance Mod

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Re: SE:V v1.73 Changelog

Soumis par Gideon le Ven, 2008-05-30 17:27

Diz Buster wrote:
... Gid,,Is it possible to play your mod with 1.71 patch? ...Will you upload new Gidmod versions?

New version coming shortly after whatever patch has v1.73.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Image de Diz Buster

Re: SE:V v1.73 Changelog

Soumis par Diz Buster le Ven, 2008-05-30 18:38

I'm sorry but I don't know if I' m missing something
I'm playing 1.71 version but I'm unable to drop my troops in cargo on an enemy planet.
Specifically My ship refuse to attack the enemy planet and bombard it.

I've no treat with this race.

Is it a bug or what

TY

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Image de ekolis
Mod Designer

Re: SE:V v1.73 Changelog

Soumis par ekolis le Ven, 2008-05-30 20:01

If you're using strategic combat (i.e. you are not controlling the combat directly like an RTS), you need to set your troop transport design's strategy to "capture planet".

If you're using tactical combat, there should be a command somewhere to drop troops - the hotkey might be "T", I forget as I have not used tactical combat in ages! Sticking out tongue

edit: oh, and if your ships are refusing to even enter the sector where the planet is, you need to use the "attack" command, not the "drop cargo" command - "drop cargo" is used to transfer cargo between your own ships and planets only.

~~~
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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Re: SE:V v1.73 Changelog

Soumis par CaptainBrann le Sam, 2008-05-31 05:48

How about: fixed - ships can be unmothballed.

Yes that just cost me 1/2 of my navy in a game, when I had to mothball to save from going broke, and now I can not get them back.

I had not had the problem before as this is the first game when my economy has taken a hit from losing allies.

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Re: SE:V v1.73 Changelog

Soumis par Fyron le Sam, 2008-05-31 12:12

That was in 1.72.


SpaceEmpires.net | Space Empires Wiki

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Re: SE:V v1.73 Changelog

Soumis par BlueTemplar le Lun, 2008-06-09 23:37

#7 - Hey that means Espionage might become an interesting tool!

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