text:
Get the Space Empires 5 v1.74 [Euro/US] Patch off WP (9mb)
Version 1.74:
1. Fixed - AI script for purchasing initial technology would sometimes repurchase existing levels.
2. Fixed - "Sys_AI_Setup_Get_Research_Points_Remaining" was returning an incorrect value.
3. Fixed - "Sys_AI_Setup_Select_Tech_Area" was returning false incorrectly at times.
4. Fixed - In a no intelligence game, the AI would still build Intelligence facilities.
5. Fixed - Sometimes the processing of a game turn could result in an unloadable game file.
6. Added - "All Shipsets Get 360 Degree Center Firing Point" to Settings.txt. This field adds an additional firing point to all shipsets that is directly in the center of the ship and fires in a 360 degree arc. This field is mainly used for shipsets that don't have a complete firing field for their ships.
7. Fixed - The expected benefits for a tech level would sometimes not show all items.
8. Changed - Decreased damage per level increase for smaller weapons.
9. Fixed - In Simultaneous games, changes made to a planet would not be included in the orders file if the player made the changes, saved the game, and reloaded the game before ending their turn.
10. Fixed - May have fixed the duplicating design problem during simultaneous games.
11. Fixed - Long text strings without spaces would sometimes not be displayed in message boxes.
12. Fixed - Sometimes the combat replay log file would get junk in it.
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.
Version 1.72:
1. Fixed - "Sys_Get_Construction_Queue_Item_Upgrade_ID" was taking incorrect parameters.
2. Fixed - "Sys_Get_Construction_Queue_Specific_Facility_Count" was taking incorrect parameters.
3. Fixed - "Sys_Empire_Log_Get_Package_Selection_List" was defined in the doc incorrectly.
4. Fixed - Rare "Range Check Error" in the Comparisons window.
5. Fixed - May have fixed corrupted large savegame problem.
6. Fixed - Using the hotkey, you could set enemy planet colony types.
7. Fixed - Unmothball order was not working.
8. Fixed - Remote mining was not lowering asteroids value.
9. Fixed - Ground combat would sometimes lock the game for the TCPIP Host.
10. Fixed - Players created through combat simulations were sticking around and causing the game to error.
Version 1.71:
1. Fixed - "Sys_Get_Empire_Government_Type" and "Sys_Get_Empire_Society_Type" were returning boolean instead of string.
2. Fixed - Combat with units could sometimes cause an error.
3. Fixed - In Simultaneous Games, sight memory of planets would sometimes get cleared.
4. Fixed - The Research window would show items past their maximum level in expected benefits.
5. Added - Script function "Sys_Get_Space_Object_Current_Ordnance".
6. Added - Script function "Sys_Get_Space_Object_Maximum_Ordnance".
7. Added - Script function "Sys_Set_Space_Object_Name".
8. Added - Script function "Sys_Is_Planet_Domed".
9. Added - Script function "Sys_Are_Solar_Systems_Connected".
Version 1.70:
1. Fixed - Sometimes ships could move through a sector with enemy ships and not start combat.
2. Fixed - Help text describing a construction queue's emergency build rate.
3. Changed - Ships in combat with the same target will spread out around the target a bit more.
4. Changed - "Only Engines", "Only Weapons", and "Only Shield Generators" damage types now
penetrate both shields and armor.
Version 1.69:
1. Fixed - When opening a warp point, the error message for insufficient distance was incorrect.
2. Added - Script function "Sys_Get_Treaty_Elements_Between_Empires".
3. Added - Script function "Sys_Get_Lightyear_Distance_Between_Systems".
4. Added - Script function "Sys_Get_Space_Object_Order_Type".
5. Added - Script function "Sys_Get_Space_Object_Order_System_Location".
6. Added - Script function "Sys_Get_Space_Object_Order_Sector_Location".
7. Added - Script function "Sys_Get_Space_Object_Order_Target_Space_Object_ID".
8. Added - Script function "Sys_Set_Empire_Fleet_Attack_Formation".
9. Added - Script function "Sys_Set_Empire_Fleet_Defense_Formation".
10. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Strategy".
11. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Strategy".
12. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ids".
13. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ship_Ids".
14. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Loyalty".
15. Added - Script function "Sys_Get_Empire_Government_Type".
16. Added - Script function "Sys_Get_Empire_Society_Type".
17. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Formation".
18. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Formation".
19. Fixed - Shield Imploders were not causing internal damage.
20. Fixed - Weapons will no longer fire on targets that are not effected by the weapon's damage type's special effect.
21. Fixed - Map creation would crash with more than 2000 stellar objects types. The maximum number of stellar objects types is now 8000.
22. Fixed - If ground combat is taking place on a planet, the owner of the planet cannot scrap cargo, jettison cargo, or abandon the planet.
23. Fixed - Organic armor was not regenerating if all of it on the ship was destroyed.
24. Fixed - When one ship rams another, they will both take the warhead damage from both ships.
25. Fixed - All warheads on the ramming ship will be destroyed after a ram.
26. Fixed - AI would delete empty fleets in simultaneous games.
27. Fixed - Maximum units per player per sector were not being enforced.
28. Fixed - "Same As X" planets in SystemTypes.txt were not being named like moons.
29. Fixed - Units can only be launched once per turn.
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.
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.
Version 1.66:
1. Fixed - More AI improvements.
2. Fixed - If you received a tech level through trade or treaty, the expected benefits would not reflect the new level on the Research window.
3. Added - Multiple upgrades of items are now condensed into single log item reports.
4. Added - Vehicle class name to the Fleet Transfer window.
5. Fixed - Combat replays would replay incorrectly if the combat took place in an asteroid field or nebulae.
6. Added - Script Function "Sys_Is_Sector_In_System".
7. Added - Formula function "get_empire_ability_facility_count" was not being recognized.
8. Added - Formula function "get_empire_specific_facility_count" was not being recognized.
9. Added - Formula function "get_empire_queues_ability_facility_count" was not being recognized.
10. Added - Formula function "get_empire_queues_specific_facility_count" was not being recognized.
11. Fixed - You can only reply to a message once but you can reply to old messages.
Version 1.65:
1. Fixed - You can not reply to old messages.
2. Fixed - In a Simultaneous Game in the Cargo Transfer window, Population, Supply, and Ordnance would only transfer 1 at a time regardless of the amount setting.
3. Fixed - In a Simultaneous Game in the Cargo Transfer window, Population, Supply, and Ordnance should not show the cargo item in the transfer order.
4. Fixed - In a Simultaneous Game in the Cargo Transfer window, you could get orders for transfering facilities to a ship.
5. Fixed - The population bar for planets would be huge if the current population was greater than the max population.
6. Added - A warning message to the Intelligence window if you are spending intelligence points against another empire but have not set a focus area.
7. Fixed - Sometimes the ruins icon would still be showing after the planet was colonized.
8. Fixed - Map Compiler now supports mods.
9. Fixed - Map Compiler would show error windows even when run from the command line.
10. Fixed - Speed improvements for AI player processing.
11. Added - Script Function "Sys_Get_Facility_Name".
12. Added - Script Function "Sys_Is_Debug_Print_In_Use".
13. Fixed - AI improvements and fixes.
Version 1.64:
1. Fixed - Nebulae events had an incorrect picture filename.
2. Fixed - Game would hang during end of turn processing when a new empire was created.
3. Fixed - The Ships List window was sorting crew amount as text instead of as a number.
4. Fixed - Using the "All Ministers On" button in the Empire Options window would cause planet and ship reports to not show their individual minister icon.
5. Fixed - Norak cruiser and battleship had switched models.
6. Fixed - Sometimes an AI seek order would cause the game to lockup.
7. Fixed - AI Political memory was saving incorrectly.
8. Fixed - Fighter groups would not have the correct supplies when launched into an existing group.
Version 1.63:
1. Fixed - Slight script error.
2. Fixed - Population was reproducing too fast when migration treaty was in effect.
3. Fixed - Queue types should not contain accumulated resources.
4. Fixed - Queue types were bypassing requirements.
5. Fixed - Space and ground units were regenerating their shields and armor too fast.
Version 1.62:
1. Fixed - Climate Control Facility would not improve a planet with deadly conditions.
2. Changed - Increased tonnage structure for Emissive Armor, Stealth Armor, Scattering Armor, Organic Armor, and Crystalline Armor.
3. Fixed - End turn processing of happiness would sometimes cause processing to stop forever.
4. Fixed - Attack Seek orders should not be cleared if combat occurs but the target is not destroyed.
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.
Version 1.60:
1. Fixed - When running command line processing, the game will default to Windowed mode.
2. Fixed - The Sector View would show cloaked enemy ships.
3. Fixed - Planets would grow unhappy from enemy ships that were not visible inside storms.
4. Fixed - "Out Of Resources" error on game start.
5. Fixed - Some machines would compute a different checksum with the exact same data files.
NOTE: If you are currently running a simultaneous game, you need the host to end turn before players can play a new turn.
NOTE: Checksums are only computed for Simultaneous turn Different Machine games.
6. Fixed - Ships moved by a spatial anomaly would disappear completely.
7. Fixed - Trade resources were not getting added to an empire's coffers before construction and maintenance.
8. Fixed - The minister scrapping units on planets will not longer display on screen messages. All unit scrapping will be reported in the logs.
9. Fixed - Unit scrapping log messages did not have a portrait.
10. Fixed - Sometimes game creation would add two identical random empires to a game.
Version 1.59:
1. Fixed - Sometimes the Planets List window would crash when opening it.
2. Fixed - Some memory leaks.
3. Fixed - You could add multiple space yards to a construction queue.
4. Changed - Increased Resupply Depot supply and ordnance generation.
5. Changed - Increased Resupply Depot supply and ordnance remote distribution.
6. Fixed - AI will now scrap old weapon platforms on its planets when cargo space is low or the design is really old.
7. Fixed - AI was not purchasing units that cost more than the construction queue rate.
8. Fixed - AI was not purchasing enough weapon platforms.
9. Fixed - Sometimes units that took part in ground combat would be off the map.
Version 1.58:
1. Fixed - The "Can Be Placed In Ship Sections" for components was not being checked in the Create Design window.
2. Changed - Increased Quantum Reactor supply generation.
3. Fixed - Sometimes trade would still be going with empires even if there was no trade treaty provision.
4. Fixed - The Transfer Cargo during an order exploit.
5. Fixed - Added text to the ability descriptions for Organic Armor, Shield Regenerator, and Cloak saying they require supply to function.
Version 1.57:
1. Fixed - On the Create Design window, the Warnings list would sometimes highlight the row on mouse over.
2. Changed - On the Create Design window, components can always be added to a design. The Placement requirement for a component is now tested only after the component is added to the design. The Placement requirement description will be displayed in the Warnings list if it fails its test.
3. Fixed - Failure messages for cargo not loaded or dropped were not always being sent during a Simultaneous Game.
4. Fixed - The Drop Specific order was not working.
5. Fixed - Is_Planet_Domed was not being recognized.
6. Note - All functions require parenthesis even if they have no parameters (Is_Planet_Domed()).
7. Added - Damage, Supply, Ordnance bars and movement amount to the Fleet Transfer window.
8. Fixed - Type in Racial Trait "Physical Weakness".
9. Added - Field "Maximum Number Of Ships #" to Settings.txt. This is the base selection value for maximum number of ships in the Game Setup window.
10. Added - Field "Maximum Number Of Units #" to Settings.txt. This is the base selection value for maximum number of units in the Game Setup window.
11. Added - Field "Planet Base Repair Rate - Facilities" to Settings.txt. This is the inherent amount of repair for facilities that any planet with a colony can perform.
12. Added - Field "Planet Base Repair Rate - Ships" to Settings.txt. This is the inherent amount of repair for ships that any planet with a colony can perform.
13. Added - Field "Planet Base Repair Rate - Units" to Settings.txt. This is the inherent amount of repair for units that any planet with a colony can perform.
14. Changed - All colonies can repair 100kT of facilities per turn and 50kT of units per turn.
15. Removed - The hard coded requirement for only one space yard component per vehicle.
16. Changed - Only one master computer can be on a vehicle.
17. Added - On the Fleet Transfer window, you can now use Shift-click and Ctrl-click to select multiple rows to perform actions on.
18. Fixed - Drawing speed up for the Ship List.
Version 1.56:
1. Fixed - You were unable to login as a computer player in a Simultaneous Same Machine Game.
2. Fixed - AI was not operating correctly.
3. Fixed - "Supply Storage" and "Ordnance Storage" were not working for facilities on planets.
4. Added - Formula function "is_planet_domed".
5. Fixed - Sometimes the highlighted solar system on the quadrant map would remain when the mouse was moved elsewhere.
6. Fixed - Sometimes you could get a component to activate multiple times even if it was destroyed on the first use.
7. Added - "Upgrade Queues" button on the Designs window. This will upgrade one design to another throughout all of the empire's construction queues.
8. Fixed - The Transfer Cargo window was not showing the correct amounts in Simultaneous Games.
9. Fixed - The Transfer Cargo window would change list positions when adding an order in Simultaneous Games.
10. Fixed - The Transfer Units and Transfer Cargo windows now blank the edit box when you click on it.
11. Added - Additional specific types to Load Cargo Remotely and Drop Cargo Remotely orders.
Version 1.55:
1. Fixed - The popup help was incorrect for "Toggle AI" on the TCP/IP Host window.
2. Fixed - Increased the communications timeout to 60 seconds on the TCP/IP Player window.
3. Fixed - If you tried to restart a TCP/IP game without exiting the program it would often fail.
4. Fixed - Movement log was not loading correctly.
5. Fixed - Starting positions on the Game Setup window will now only allow you to select a system if it has a physical type of "Normal" and a "Empires Can Start In" of TRUE.
6. Fixed - Planets with memory owners were still showing up as colonizable and empty in the Planets window.
7. Fixed - The Quadrant Map was not showing ownership from sight memory.
8. Fixed - Generated fleet names were incorrect past 10.
9. Fixed - The estimate of another empire should never report 0 races or 0 solar systems unless their dead.
10. Fixed - Statistics and Pending Messages were not getting cleared when saving an empire to file.
11. Fixed - Ships were turning the wrong direction in the Movement Replay.
12. Fixed - Sys_Get_System_Queues_Specific_Facility_Count was not working correctly.
13. Fixed - The scripts functions for stellar manipulation are now working.
14. Fixed - External events causing stellar events are now working correctly.
15. Fixed - Replays of stellar events would sometimes not look correct.
16. Changed - Any planet in SystemTypes.txt which uses "Offset X Ring Y" will be considered a moon and have the same name as the parent planet (Offset X) plus a letter.
17. Fixed - "Planet Maximum Population" ability was not working for facilities.
18. Fixed - "Trade Modifier" ability was not working.
19. Fixed - The Mothball order should execute even if a ship or base has zero movement remaining.
20. Fixed - You should not get multiple messages of taking damage through a warp point for the same group of ships.
21. Fixed - Sometimes early AI troop designs would have no weapons on them.
22. Fixed - Capture Pods were not changing their height over the combat map to close with their target.
23. Fixed - Happiness was considering ships of a fellow alliance member as enemies.
24. Fixed - AI should be communicating with alliances correctly now.
25. Fixed - Proposing a message for an alliance was not working.
26. Added - Script function "Sys_Get_Number_Of_Alliances".
27. Added - Script function "Sys_Empire_Politics_Is_Alliance_Known".
28. Added - Script function "Sys_Empire_Politics_Get_Status_With_Alliance".
29. Added - Script function "Sys_Empire_Politics_Get_Status_Time_With_Alliance".
30. Added - Script function "Sys_Empire_Politics_Set_Message_To_Alliance".
31. Added - Script function "Sys_Empire_Politics_Set_Mood_Towards_Alliance".
32. Added - Script function "Sys_Empire_Politics_Set_Anger_Pct_Towards_Aliance".
33. Added - Script function "Sys_Empire_Politics_Get_Treaty_Name_Between_Player_And_Alliance".
34. Added - Script function "Sys_Empire_Politics_Is_Alliance_Ally".
35. Added - Script function "Sys_Empire_Politics_Is_Alliance_Enemy".
36. Added - Script function "Sys_Empire_Log_Get_Log_Entry_Message_From_Alliance".
37. Added - Script function "Sys_Empire_Log_Get_Log_Entry_Message_Param_Against_Alliance".
38. Added - Script function "Sys_Empire_Log_Get_Log_Entry_Caused_By_Alliance".
39. Added - Script function "Sys_Empire_Log_Set_Log_Entry_Message_Param_Against_Alliance".
40. Added - Script function "Sys_Alliance_Get_Emperor_Title".
41. Added - Script function "Sys_Alliance_Get_Emperor_Name".
42. Added - Script function "Sys_Alliance_Get_Alliance_Name".
43. Added - Script function "Sys_AI_Empire_Stats_Get_Alliance_Score".
44. Added - Script function "Sys_Game_Settings_Get_AI_Difficulty".
45. Added - A view button to proposal and message details in the Alliance Chambers window.
46. Fixed - The message report window for a message from an alliance was not displaying correctly.
47. Added - "Sent To:" and "Reply To:" lines to the Alliance Proposal list.
48. Added - A log message given to empires if they are in an alliance and there are proposals to vote on.
Version 1.54:
1. Fixed - The default AI strategy file had some extra text which was causing an error.
2. Fixed - Sometimes panels on the TCP/IP Host window were not in the correct positions.
3. Fixed - Sometimes text on the Treaty Elements window would not wrap correctly.
4. Fixed - Sometimes multiple identical alliances were created.
5. Fixed - In the Alliance Window, the Propose Message and Add Member would often give a blank window.
6. Fixed - You cannot start a ground combat unless a planet has been selected.
7. Changed - Cheat Codes are now off by default if you use the Game Setup window. If you start a Tutorial or Quick Start game, the cheat codes are on.
8. Fixed - Sys_Get_System_Queues_Ability_Facility_Count and Sys_Get_System_Queues_Specific_Facility_Count were not working correctly.
9. Added - Limited Sight Memory for planets. If you see a planet with a colony on it, then when that planet is no longer in current sight it will show the last empire's flag you saw there. The flag will be darkened in the Main window and darkened on reports and on the Planets window.
Version 1.53:
1. Fixed - Panels would show after a different data files error message.
2. Fixed - The Settings.txt checksum does not include the fields:
Allow Music - Support Multithreaded
Maximum Number Of Systems
Minimum Number Of Systems Small Quadrant - Maximum Number Of Systems Large Quadrant
Main System Display Icon Move Speed Points Per Second Low - List Header Section Color
Number of Quick Start Styles - Quick Start Style #
Number of Title Songs - Finale Song # Filename
Default Empire Option Sort Components By Name - Default Empire Option Sort Mounts By Name
3. Added - Fields "Windowed Width" and "Windowed Height" to HUDSettings.txt. These control the width and height of the main window when running the game windowed.
4. Fixed - Added a few more data files to the checksum test.
5. Fixed - Wormhole, Tractor, and Repulser beams cannot move Planets.
6. Added - Script function "Sys_Get_Empire_Fleet_Leader".
7. Added - Script function "Sys_Get_Empire_Fleet_Task_Force_Leader".
8. Added - Script function "Sys_Set_Empire_Fleet_Leader".
9. Added - Script function "Sys_Set_Empire_Fleet_Task_Force_Leader".
10. Added - Script function "Sys_Get_Construction_Queue_Ability_Facility_Count".
11. Added - Script function "Sys_Get_Construction_Queue_Specific_Facility_Count".
12. Added - Script function "Sys_Get_System_Queues_Ability_Facility_Count".
13. Added - Script function "Sys_Get_System_Queues_Specific_Facility_Count".
14. Added - Script function "Sys_Get_Space_Object_Task_Force".
15. Added - Script function "Sys_Get_Space_Object_Task_Force_Role".
17. Fixed - The Movement Replay Log would show day zero during replay.
18. Fixed - The Movement Replay Log will now play at a rate of about 1 day per second.
19. Added - "Movement Replay Rate" to the game options to control the delay between days.
20. Added - "Movement Replay Icon Movement Speed" to control the "System Icon Movement Speed" during a movement replay.
21. Fixed - The Facility Total cargo space on the Construction Queues window was wrong for ships with construction queues.
22. Added - "Queued Cargo Space Used" to the Construction Queues window as a custom layout column. This column displays the amount of cargo space taken up by cargo items in the queue.
23. Added - "Remaining Cargo Space" to the Construction Queues window as a custom layout column. This column displays the total amount of cargo space minus the amount used on the planet and the
amount in its queue.
24. Added - "Queued Facility Space Used" to the Construction Queues window as a custom layout column. This column displays the amount of facility space taken up by cargo items in the queue.
25. Added - "Remaining Facility Space" to the Construction Queues window as a custom layout column. This column displays the total amount of facility space minus the amount used on the planet and the amount in its queue.
26. Fixed - The Log window was not highlighting the solar system for the event the mouse was over.
27. Fixed - After changing orders in the View Ordesr window, the movement lines were not updated.
28. Fixed - After renaming a vehicle, the Ship List was not updated.
29. Fixed - A Timed event would display the first message twice on the same date.
30. Fixed - Text fix for timed events.
31. Added - Put "Retreat When All Weapons Damaged" back in strategies.
32. Added - "Do Not Leave Sector Until Defeated" to strategy retreat settings. This option indicates that when a vehicle retreats, it should not leave the sector (the combat map) as long as we have
ships with weapons still on our side in combat.
33. Fixed - "Retreat Settings" was missing from the Strategy Report.
Version 1.52:
1. Fixed - Restored maintenance calculation and SocietyTypes.txt values.
2. Added - Formula function "get_queue_ability_facility_count".
3. Added - Formula function "get_queue_specific_facility_count".
4. Added - Formula function "get_system_queues_ability_facility_count".
5. Added - Formula function "get_system_queues_specific_facility_count".
6. Removed - The hard coded requirement for only one space yard per planet.
7. Added - The requirement for only one space yard per planet to the facility requirements.
8. Fixed - Rare Index Error when a planet took too much damage.
9. Fixed - Units in cargo were not regenerating their shields each game turn.
10. Fixed - Sometimes units that took part in space combat would be off the map in ground combat.
11. Fixed - Create Planet was not working in the French and German versions.
12. Fixed - AI's were not responding to messages in the French and German versions.
13. Fixed - Empire List had overlapping text in the French and German versions.
14. Fixed - Simultaneous Turn Hot Seat games will no longer reload the graphics and data files each turn.
15. Fixed - A player in a simultaneous game will not be able to load their turn if their data files are different in any way.
16. Fixed - The data file check upon player load was missing some files.
Version 1.51:
1. Fixed - Weapon's reload rate and fire time is a little more accurate.
2. Fixed - You can no longer see orders, status icons, strategy, or crew experience using Long Range Scanners.
3. Fixed - Movement lines were showing decreased movement for some orders which do not cost movement.
4. Changed - "Advanced Storage Techniques" now gives +25% to cargo space and +10% to facility space.
5. Fixed - "Storage Facility Space Percent" ability was giving 100% more than it should.
6. Fixed - The Construction Queue Usage Per Turn would not take into account that a queue set to Repeat Build could build multiple items in a single turn.
7. Fixed - The "Load Cargo Remotely", "Drop Cargo Remotely", "Launch Units Remotely", and "Recover Units Remotely" orders would not give an explicit Moveto order to the sector where the object currently was.
8. Fixed - With multiple ships displayed in the ship list, activating an order in another solar system would cause the list to be reset.
9. Fixed - In the Empire Setup window, technology areas opened by racial traits were not showing in the technology section.
10. Fixed - The mouse scroll wheel will now scroll as many lines as dictated by your Windows settings.
11. Fixed - Shield Regenerators were not stacking with each other.
12. Fixed - Facility report was not showing maintenance with empire modifiers factored in.
13. Fixed - Empire level modifiers for maintenance were not being computed correctly.
14. Changed - Reduced the maintenance cost modifiers in SocietyTypes.txt .
15. Fixed - Ship List will remember its old top row if reloaded.
16. Fixed - Some models would not pull their textures from the mod directory.
17. Added - Formula function "get_planet_ability_facility_count".
18. Added - Formula function "get_planet_specific_facility_count".
19. Added - Formula function "get_system_ability_facility_count".
20. Added - Formula function "get_system_specific_facility_count".
21. Fixed - The field "Requirements Evaluation Allows Placement" was not being tested for a facility when it was added to a construction queue.
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.
Version 1.49:
1. Fixed - Sometimes the death of a unit in combat would cause combat to crash.
2. Fixed - Sometimes combat would not end at the maximum time.
3. Fixed - The exact number of ships destroyed by a minefield was not being shown to the minefield's owner.
4. Fixed - No message was being sent to the owner of a minefield if ships were damaged but not destroyed.
5. Fixed - Sometimes hex icons would remain from a previous player's turn.
6. Fixed - The Systems, Planets, Colonies, Ships, Contruction Queues, and Research windows will now remember their last row position.
7. Fixed - You can now mothball and unmothball fleets.
Version 1.48:
1. Fixed - Ship Experience and Fleet Experience "Combat To Hit Offense" was not always being applied.
2. Fixed - Only Fighter groups can be added to fleets.
3. Fixed - Join Fleet order button was not enabling properly.
4. Fixed - Join Fleet order was not joining the fleet on the same turn it moved into the sector.
5. Fixed - In a Simultaneous game, if you are a player and save your game before ending your turn, the internal multiplayer game name will not be changed. The game used to change the internal muliplayer game name on any save, so when the player ended their turn, the .plr file would have the same name as the filename they saved with mid-turn.
6. Fixed - In a Simultaneous game, if a player saved their game before ending their turn, designs created previous to the save would not be added by the host.
7. Fixed - Speed up for big list windows with large numbers of items.
8. Fixed - The unique tech areas "Power Leech" and "Shield Implosion" were not being placed on planets.
9. Fixed - Adjusted AI research priorities.
10. Fixed - Improved accuracy of FPS counter.
11. Fixed - Improved timer resolution.
12. Fixed - When starting a game as a Host or a Player, no empires can be defined in the Game Setup window.
13. Fixed - Order files were sometimes lost if the host received them while taking his turn.
Version 1.47:
1. Fixed - The Create Design window would always report a design error.
Version 1.46:
1. Fixed - Bolt weapons were sometimes not firing on ringed planets.
2. Fixed - Ships were not auto-moving to the correct position for firing on ringed planets.
3. Fixed - Ship Experience was not always being applied.
4. Fixed - Fleet Experience was not always being applied.
5. Fixed - Experience effects were not showing in the abilities list.
6. Fixed - For Ship and Fleet Experience abilities such as "Combat To Hit Offense" and "Combat Morale", your vehicle gets the higher value of the ship or the fleet experience.
7. Fixed - You can now Fire On And Destroy unit groups.
8. Fixed - Some cheat codes could still be used when the "Cheat Codes Allowed" was off.
9. Fixed - Filling a construction queue from a saved queue could clear emergency settings.
10. Added - When order files are loaded by the game, if there are any errors they will be displayed in a list to the host.
11. Fixed - Ships with a strategy of Never Retreat would not move away from danger in combat.
12. Fixed - Carriers that have launched units in combat should not retreat unless compelled to.
Version 1.45:
1. Fixed - Having more than 20 fleets would sometimes cause an access violation.
2. Fixed - An Access violation would occur occassionally after combat with a fleet.
3. Fixed - The game would report that "data files had been modified" when starting a Simultaneous Turn game.
4. Fixed - The Space Combat Simulator would crash if a design from an Alliance was present.
5. Fixed - The log event for "facility not upgraded" had no picture.
6. Fixed - You can no longer login with a password if your empire's password is blank.
7. Fixed - Ground combat was always getting the maximum number of militia.
8. Fixed - Mines were not cloaked.
9. Added - Task Force Leader is now displayed on the Fleet Report.
10. Added - "Set TF Leader" button to the Fleet Transfer window.
11. Changed - On the Set Construction Queue window, the Available Items list will now show "Sys/Exist" and "Sys/Queue" for Facilities, Ships, and Units. "Sys/Exist" displays the number of items of this type in existence in this solar system out of the total in your empire. "Sys/Queue" displays the number of items of this type queued up in this solar system out of the total queued in your entire empire.
Version 1.44:
1. Fixed - Mine vehicle sizes were using the wrong ability value in the ability description.
2. Fixed - Added check for machines that don't support gamma shifting.
Version 1.43:
1. Fixed - Improved End of Turn processing speed.
2. Fixed - The Movement Log was fragmenting memory increasing the game's system impact.
3. Fixed - Sometimes huge games would not allow you to save them.
4. Fixed - "Sys_Get_Empire_Research_Tech_Area_Accumulated_Points" was not compiling correctly.
5. Fixed - "Sys_Empire_Research_All_Techs_Researched" was not compiling correctly.
6. Changed - Victory Condition "Highest Score" now requires a score of 2,000,000.
7. Fixed - Mines had an incorrect description for their abilities.
8. Fixed - On an object's abilities tab, sometimes the descriptions were incorrect or redundant.
9. Fixed - You can now give the "Sentry" order with multiple vehicles selected.
10. Fixed - You can now give the "Load Cargo Remotely" order with multiple vehicles selected.
11. Fixed - You can now give the "Drop Cargo Remotely" order with multiple vehicles selected.
12. Fixed - In a Simultaneous Game, the order lines would not update after a keyboard order.
13. Fixed - In a Simultaneous Game, the report would not refresh after clearing orders.
14. Fixed - "Point Generation Modifier - Intelligence" and "Point Generation Modifier - Research" abilities were stacking when they shouldn't.
15. Fixed - Sometimes an error would occur during sector placement before a combat.
16. Added - Added a message to simultaneous games that tell a player after they login if their data files are different from those of the host.
17. Fixed - You could get a ton of errors message when trying to recover units to a vehicle that could not recover.
18. Fixed - AI was creating incorrect drone designs.
19. Fixed - Anti-Planet Drones were getting distracted by satellites.
Version 1.42:
1. Fixed - The Experience Type report was not showing decimal numbers.
2. Fixed - If you minimized the game during turn processing, the Log window would show on the next turn with offset text (this also happened with the Login and Select Colony Type windows).
3. Fixed - Tool tip help was incorrect for the second page of the design statistics on the Create Design window.
4. Fixed - Ship and Unit Group report were showing the wrong tool tip help for orders.
5. Fixed - The planets statistic on the Planets window was always showing zero.
6. Fixed - On the Planets window, the columns for radiation and temperature were not sorting correctly.
7. Fixed - Militia amounts from Settings.txt were not being used.
8. Fixed - When one player surrenders to another, all objects that change ownership will have their orders cleared.
9. Added - Script function "Sys_Get_Space_Object_Experience".
10. Added - Script function "Sys_Get_Planet_Happiness".
11. Added - Script function "Sys_Get_Planet_Conditions".
12. Added - Script function "Sys_Get_Empire_Research_Tech_Area_Accumulated_Points".
13. Added - Script function "Sys_Get_Empire_Fleet_Experience".
14. Added - Script function "Sys_Is_Game_Using_Intelligence".
15. Fixed - In the Research window, some expected tech benefits would not show at the top of the window.
16. Fixed - AI players in team mode were still breaking treaties with each other.
17. Fixed - Solar Generation facilities were not providing resources in Finite Resource games on planets with depleted resources.
18. Fixed - AI was not creating correct designs for space yard ships or bases.
19. Fixed - Stellar Construction was requiring the initiating vehicle to have movement.
Version 1.41:
1. Fixed - General game speed up.
2. Fixed - Sometimes an error would occur when loading a game from within a game.
3. Fixed - Sensors had stopped working.
Version 1.40:
1. Fixed - Increased speed of compression and decompression.
2. Fixed - Using the Players window would cause the UI not to respond.
3. Fixed - If a player had a treaty with a sharing of combat reports, they could receive the same report multiple times.
4. Fixed - Some savegame were being bloated with hundreds of reports of the same combat for allied AI players.
5. Fixed - Filling a construction queue from a saved queue could clear emergency settings.
6. Fixed - Only planets that can be seen will be displayed in the Select Package Item window.
7. Fixed - Too much information was displayed when viewing a report on an enemy planet in the Ground Combat Simulator.
8. Fixed - General speed increase for order execution.
9. Fixed - The combat log was not being deleted if it was empty.
Version 1.39:
1. Fixed - The command line option -moddir was not working correctly.
2. Added - Turn Based games can be loaded with the command line options now. It works the same as loading the game from within the UI, but you can change the mod being used.
3. Added - For the command line parameters, "-moddir [dirname]" can be surrounded by double quotes.
4. Fixed - Game Master password was not reset when starting a new game.
5. Added - The Game Host can now reset player passwords using the Game Menu.
6. Added - The quadrant map will now show in ownership colors (like SE4). These are:
Unexplored - Dark Gray.
Explored - Light Gray.
Player Present - Only a single player is present (that you can see). The icon is in the color of the player present.
Multiple Players Present - Multiple players are present (that you can see) in this solar system. If you are in the system, then the color is your empire's color. If not, the the system is in the color of one of the empire's present.
7. Fixed - Crash during combat in mods which have a seeker with zero speed.
8. Fixed - In the combat log report, units were showing zero tonnage.
9. Fixed - Units in a fleet following a formation would not move during combat.
10. Fixed - Satellites launched from planets in combat were ending up inside the planet.
Version 1.38:
1. Fixed - If you accepted treaty changes with an empire where you had an existing treaty which did not allow treaties, the existing treaty would be set to None.
2. Added - A text warning to the Research window if research is not allowed by a treaty.
3. Added - A text warning to the Intelligence window if intelligence is not allowed by a treaty.
4. Fixed - Script Parser was erroring when loading data files.
5. Changed - Changed default strategies to not retreat until 90% of force lost.
6. Fixed - Ships were retreating when they shouldn't.
7. Fixed - For an Alliance proposal, if the total number of yes votes equaled the number needed to pass, the proposal would fail.
8. Fixed - In Ground Combat, the Change View Mode button would cause a crash.
9. Changed - The combat log report is now more of a summary of the combat. A new button "Details" will let you view the specifics of the combat. Instead of two lists of starting forces and ending forces, there is now just one list with a "Start Dmg" and "End Dmg". The status column now shows the following states:
Undamaged - Vehicle took no damage in combat.
Operational - Vehicle took non-critical damage in combat.
Captured - Vehicle was captured by another player.
Retreated - Vehicle retreated from combat.
Disabled - Vehicle had all weapons and engines destroyed.
Disarmed - Vehicle had all weapons destroyed.
Immobilized - Vehicle has all engines destroyed.
Destroyed - Vehicle has been destroyed.
(Thanks go to SJ for the design)
Version 1.37:
1. Fixed - Sometimes processing of a turn would halt when a deconstruct & analyze order was executed.
2. Added - Script function "Give_Space_Object_Order_Any" to give orders not covered by other script functions.
3. Fixed - In a turn based game, a retrofit of multiple ships will now result in only one report window.
4. Fixed - Retrofit order will be available now even if multiple ships are selected.
5. Changed - Display of resources and points over a million will show as #,### kT.
6. Fixed - Fighters with no supply remaining will now move at 25% of their normal speed.
7. Fixed - If a strategy has a target type damage amount for a planet as "All Weapons Gone", then when the planet has no weapons left in combat, no ships will fire on it. The behavior for other targets with this damage amount setting is that they will be targeted last after all other targets are destroyed.
8. Removed - Strategy selection "Retreat Immediately". This can now be done through the "Retreat When" section.
9. Removed - Strategy selection "Retreat When All Weapons Damaged". This can now be done through the "Retreat When" section.
10. Fixed - The "Retreat When" section is now working better.
11. Fixed - The "Retreat Settings" section is now working better.
Version 1.36:
1. Fixed - "Out of Memory" error when loading a game from within a game.
2. Fixed - Ground combat replay would sometimes show buildings and facilities moving.
3. Fixed - Intelligence defense could prevent all intel attacks over time.
4. Fixed - Duplicate line in SystemTypes.txt.
5. Fixed - Changed description of Remote Miners to say "only one ship or unit per turn".
6. Fixed - Multiple units were able to remote mine the same location at the same time.
7. Fixed - Two ships remote mining would both report positive maintenance costs even though only one was actually mining.
8. Fixed - A vehicle with no supply could still remotely mine.
Version 1.35:
1. Added - Added another command line parameters.
se5.exe [Savegame path] [password] [-plrstop] [-moddir [dirname]]
-moddir [dirname] - This changes the directory name for the mod in the savegame.
2. Fixed - Bolt weapons were not firing on planets at maximum range.
3. Fixed - In combat, Automove would not move after a player's set targets.
4. Fixed - Units weren't launching in simulated combat.
5. Fixed - When sharing enemy designs, a player would receive designs it had created.
6. Fixed - The ministers would sometimes not control certain ships with specific design types.
7. Fixed - The Population Transport minister was not working correctly.
8. Fixed - Colonizing with a fleet would remove all of the ships in the fleet (Simultaneous) or remove the wrong ship (Turn Based).
9. Fixed - Militia were not showing up in combat replays.
10. Fixed - Capture pods were not showing up in combat replays.
Version 1.34:
1. Fixed - Some strategy settings in the Empire Options window would not change.
2. Fixed - Bolt weapons were not firing on ringed planets.
3. Fixed - Ringed planets were shooting weapons from their rings and not from the surface.
4. Fixed - Ringed planets were hit from weapons too far from the surface.
5. Fixed - Old movement log entries were not being deleted properly resulting in a memory leak.
6. Fixed - The Select Elements and Select Rules windows would not wrap their text.
7. Fixed - The Tutorial window would be garbled after an Alt-Tab.
8. Changed - Modified the command line parameters. They now work like this:
se5.exe [Savegame path] [password] [-plrstop]
[Savegame path] - The complete path to the savegame.
[password] - The game master password for this game.
-plrstop - Turn processing should stop if there are errors in the player files.
Return Codes
0 - Turn processed succesfully.
1 - Savegame file not found.
2 - Invalid game master password.
3 - Error while loading savegame.
101 - 120 - Could not load player file. The player number is the error code minus 100.
201 - 220 - Player order file does not have the correct game date. The player number is the
More articles about Space Empires V


text:
Indianapolis, the nation's 13th largest city affectionately
known as "Indy", is described as having the "perfect balance of cosmopolitan style and small-town charm". To learn more about the city that is home to the Institute, here are some useful links to use as a springboard to learn more about the city and what it has to offer.
Fun and Food
Around Indy – Upcoming events and things to do.
Indianapolis Convention & Visitors Association - Info on events, dining, and other attractions.
The Indiana State Fair - Year round festivals and events at the state fair grounds. Indy Parks - This site includes information on the Greenways bicycle trails. Indy Ethnic Food - A resource on ethnic food restaurants.
Cultural Districts and Downtown Indy
Discover Cultural Districts - Explore the diverse cultural districts.
Downtown Indy - Get all the information you need for downtown.
Arts, Culture and Sport Provocate – Thought-provoking events that enlighten and entertain The Arts Council - A searchable calendar of events, resources and info on the arts.
The Indianapolis Children's Museum - The largest children's museum in the world.
The Eiteljorg Museum - The museum of American Indian and Western art.
The Indiana State Museum - Located in beautiful White River State Park.
The Indianapolis Motor Speedway - Famous for the Indianapolis 500 and Allstate 400.
Indianapolis Colts - Super Bowl XLI Champions.
Indiana Fever - Indianapolis' WNBA Team.
Indiana Pacers - Home of Jermaine O'Neal and Larry Bird.
Print Media
Nuvo - Indy's alternative voice newspaper.
The Indianapolis Star – The city's daily paper.
The Indianapolis Recorder - The 4th-oldest surviving African-American newspaper in the nation.

subset: commoncrawl


text:
ROCHESTER — Frisbie Memorial Hospital announced recently that it will be hosting a screening of the film, A Place at the Table, on Wednesday, March 26, at 6 p.m. A Place at the Table is a thought-provoking documentary examining the "economic, social and cultural" implications of hunger in America. Learn why so many people struggle with food insecurity, and how a lack of healthy and affordable food options affects population health.
A panel discussion featuring Claire Bloom, Executive Director of End 68 Hours of Hunger and Susan Ford, Executive Director at The Homeless Center for Strafford County, will follow the 84 minute film to help shine light on the issue of food insecurity in Strafford County.
The screening is free and open to the public. Registration is required and can be made by calling (603) 330-7999 or online at frisbiehospital.com. The event will be held at the Community Education & Conference Center, located on the hospital campus at 11 Whitehall Road.
Film screening, discussion on food insecurity on March 26
Mar 20, 2014 at 3:15 AM


text:
SEC566: Implementing and Auditing the Critical Security Controls - In-Depth
- Contents | Additional Info
- Delivery Methods:
Leaving the class with a great mind set for evaluating current environment and controls.
Tom Kozelsky, Nexeo SolutionExcellent instructions. James is very experienced and presents content very well. Good stories!
Chris Pay, TrustedIA
Cybersecurity attacks are increasing and evolving so rapidly that it is more difficult than ever to prevent and defend against them. Does your organization have an effective method in place to detect, thwart, and monitor external and internal threats to prevent security breaches? This course helps you master specific, proven techniques and tools needed to implement and audit the Critical Security Controls as documented by the Center for Internet Security (CIS).
As threats evolve, an organization's security should too. To enable your organization to stay on top of this ever-changing threat scenario, SANS has designed a comprehensive course on how to implement the Critical Security Controls, a prioritized, risk-based approach to security. Designed by private and public sector experts from around the world, the Controls are the best way to block known attacks and mitigate damage from successful attacks. They have been adopted by the U.S. Department of Homeland Security, state governments, universities, and numerous private firms.
The Controls are specific guidelines that CISOs, CIOs, IGs, systems administrators, and information security personnel can use to manage and measure the effectiveness of their defenses. They are designed to complement existing standards, frameworks, and compliance schemes by prioritizing the most critical threat and highest payoff defenses, while providing a common baseline for action against risks that we all face.
The Controls are an effective security framework because they are based on actual attacks launched regularly against networks. Priority is given to Controls that (1) mitigate known attacks (2) address a wide variety of attacks, and (3) identify and stop attackers early in the compromise cycle.
The British government's Center for the Protection of National Infrastructure describes the Controls as the "baseline of high-priority information security measures and controls that can be applied across an organisation in order to improve its cyber defence."
SANS' in-depth, hands-on training will teach you how to master the specific techniques and tools needed to implement and audit the Critical Controls. It will help security practitioners understand not only how to stop a threat, but why the threat exists, and how to ensure that security measures deployed today will be effective against the next generation of threats.
The course shows security professionals how to implement the controls in an existing network through cost-effective automation. For auditors, CIOs, and risk officers, the course is the best way to understand how you will measure whether the Controls are effectively implemented.
The Critical Security Controls are listed below. You will find the full document describing the Critical Security Controls posted at the Center for Internet Security.
CIS Critical Security Controls
CSC 1: Inventory of Authorized and Unauthorized Devices
CSC 2: Inventory of Authorized and Unauthorized Software
CSC 3: Secure Configurations for Hardware and Software on Mobile Devices, Laptops, Workstations, and Servers
CSC 4: Continuous Vulnerability Assessment and Remediation
CSC 5: Controlled Use of Administrative Privileges
CSC 6: Maintenance, Monitoring, and Analysis of Audit Logs
CSC 7: Email and Web Browser Protections
CSC 8: Malware Defenses
CSC 9: Limitation and Control of Network Ports, Protocols, and Services
CSC 10: Data Recovery Capability
CSC 11: Secure Configurations for Network Devices such as Firewalls, Routers, and Switches
CSC 12: Boundary Defense
CSC 13: Data Protection
CSC 14: Controlled Access Based on the Need to Know
CSC 15: Wireless Access Control
CSC 16: Account Monitoring and Control
CSC 17: Security Skills Assessment and Appropriate Training to Fill Gaps
CSC 18: Application Software Security
CSC 19: Incident Response and Management
CSC 20: Penetration Tests and Red Team Exercises
Course Contents |
SEC566.1: Introduction and Overview of the 20 Critical Controls |
OverviewDuring day 1, we will cover an introduction and overview of the Critical Security Controls, laying the foundation for the rest of the class. For each control the following information will be covered, and we will follow the same outline for each control:
In addition, Critical Security Controls 1 and 2 will be covered in depth.
CPE/CMU Credits: 6 |
SEC566.2: Critical Controls 3,4,5 and 6 |
OverviewDuring day 2, we will cover Critical Security Controls 3, 4, 5 and 6.
CPE/CMU Credits: 6 |
SEC566.3: Critical Controls 7, 8, 9, 10 and 11 |
OverviewDuring day 3, we will cover Critical Security Controls 7, 8, 9, 10 and 11.
CPE/CMU Credits: 6 |
SEC566.4: Critical Controls 12, 13, 14 and 15 |
OverviewDuring day 4, we will cover Critical Security Controls 12, 13, 14 and 15.
CPE/CMU Credits: 6 |
SEC566.5: Critical Controls 16, 17, 18, 19 and 20 |
OverviewDuring day 5, we will cover Critical Security Controls 16, 17, 18, 19 and 20.
CPE/CMU Credits: 6 |
Additional Information |
Laptop Required |
SANS courses consist of instruction and hands-on sessions. The hands-on sessions are designed to allow students to utilize the knowledge gained throughout the course in an instructor-led environment. Students will have the opportunity to install, configure, and use the tools and techniques that they have learned. USB drives will be provided that will contain all of the tools required for the exercises, therefore the student's computer should have the ability to open and execute files from a USB drive. NOTE: Please test to make sure that the computer you bring to class is not blocked from using USB disks. Lab files will only be distributed to students via USB drives in class. Students attending this course are required to bring their own computers that are properly configured. There is not enough time in class to help you install your computer. Please note that your computer must be properly installed and configured before you come to class. NOTE: Do not bring a regular production computer for this class! When installing software, there is always a chance of breaking something else on the system. Students should assume that all data could be lost. NOTE: It is critical that students have administrator access to the operating system and all security software installed. This includes access to the computer's BIOS settings. If the student's computer's BIOS is password protected, they will need to have access to that password during class. NOTE: Changes will likely need to be made to personal firewalls and other host-based software in order for the labs to work. Any anti-malware software may need to be disabled in order to install some of the tools. Therefore students must also be able to disable any anti-malware software and have the specific anti-malware software administrator passwords prior to coming to class. RECOMMENDATION: For maximum flexibility, students can run both Microsoft Windows and Linux operating systems under virtual machines as long as the hardware on the computer can support this. The host operating system can be Windows, Linux, or Apple OSX, as long as it supports to most recent version of VMware software (Player, Workstation, or Fusion depending on the OS). Bring a computer loaded with Microsoft Windows 7 or later with VMware Player (or similar VMWare product) loaded. Virtual box is generally not recommended for class. In either case the computer a student brings to class must support virtualization in the computer's BIOS. The Windows installation should be a default installation of the operating system with all of the options loaded. This system should be up to date on operating system patches prior to coming to class, including all updates for the .NET Framework and Microsoft Windows PowerShell. Either 32-bit or 64-bit systems will work fine for class, but the student should know which version of the operating system they have with them. For the Linux portion of the exercises, Linux can be run from VMware image that will be provided in class. VMware can be downloaded/purchased from the VMware website. For students bringing a computer with Microsoft Windows as the host operating system, they may either choose to download the latest version of the free VMware Player software or bring the latest version of VMware Workstation (9.x or later). For students bringing a computer with Apple OSX as the host operating system, they should download and install the latest version of VMware Fusion instead. Your computer should also have a properly configured 802.11 wireless card that works only under the host operating system, and Ethernet NIC (network interface card). In addition, the system should have a minimum of 2GB of hardware RAM, but the more RAM that is available, the easier it will be for students to complete the hands-on exercises. Prior to coming to class, the network interfaces should be tested to prove that they can be configured and that all of the proper drivers have been installed. If you have additional questions about the laptop specifications, please contact firstname.lastname@example.com. |
Who Should Attend |
Who Should Attend:
What You Will Receive |
In this course, you will receive the following:
You Will Be Able To |


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TPM Livewire
Ex-NFL Coach: Michael Sam Is 'Bringing Baggage' To The Locker Room
"When you go into the draft, look at it this way. Let's say Michael Sams (sic) is not a gay player, but he's a player that has some issues, off the field issues. The thing you talk about in the organization with the GM and obviously the owner is, can we handle this guy? Can we handle the media that's going to come along with his situations?" Edwards, a former coach for the New York Jets and Kansas City Chiefs, said on ESPN.
"He's bringing baggage into your locker room. So when you think about Michael Sams (sic), all the sudden, can the players handle the media attention they're going to get when they get the question asked, 'Are you OK with a gay teammate?'"
Edwards wasn't the only one to voice concern about Sam. After the All-American defensive end came out publicly on Sunday, several anonymous NFL executives insisted that the announcement will hurt Sam's stock in this year's draft.
Deadspin has video of the Edwards interview.


text:
Aquatic organisms have better chance with bigger pipe
TELL CITY - Humans and other living things will benefit from replacement of a 6-foot culvert near the south end of Tipsaw Lake with one 28 feet in diameter, according to a fisheries biologist for the Hoosier National Forest.
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Let's be clear: none of these complaints are disastrous. Taken as a whole, the experience of playing Far Cry 2 is hugely compelling, and it can be hard to drag yourself away from the screen. The game can be hard, but it's never as bleak, unfair or unforgiving as S.T.A.L.K.E.R., and for every moment that it's annoyed me there have been five where I've been gobsmacked, thrilled or elated.
In an age where many FPS games are so heavily scripted that you can feel like you're just another member of the cast, here's one that gives you the chance to make your own destiny. The feeling of triumph when a plan comes together or a fluke saves your bacon can be immense.
On top of this, it's absolutely huge. After ten hours or so you'd be winding up most FPS games. Here, you'll still be less than halfway through. You'll get caught up by the side quests, waste time tracking down lost diamonds, and search for each and every safe house to unlock. You'll discover the buggy and the hang-glider, then mess around when you should be concentrating on getting from A to B.
And when you want a break from the story, you still have a decent multiplayer option, not to mention a map editor that's easily one of the simplest and most accessible efforts ever bundled with an FPS game. The fact that it puts this power in the hands of console owners is just amazing.
To some extent, Far Cry 2 is the victim of its own ambition. When you spend so much time trying to make an experience convincing, the unfortunate side effect can be that you lose a little of the fun. Not much, but enough to scare the less enthusiastic gamer off. It's also fair to say that Far Cry 2 is a bit of a slow burner and that it demands a certain amount of time and energy, and add that if you can't commit much of either, then there will be other, more instantly enjoyable action games coming soon.
If you have the spare hours, however, then this is as engrossing and rewarding an action epic as you'll ever have come across. It won't be everybody's cup of tea, but at the end of the year this will be some people's biggest and best.
For all its atmosphere and ambition, Far Cry 2 can be a frustrating FPS at times. Yet if you prize a long term obsession over immediate thrills, you won't experience many better games this year.
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Ashley Cole is a long-term absentee with a broken ankle and Yury Zhirkov has a calf injury. Paulo Ferreira is back in contention after not being registered for the Champions League in midweek but Florent Malouda is expected to continue at left-back.
Jose Bosingwa, Michael Essien and Deco (all knee) all remain sidelined.
Kick-off at Stamford Bridge is 12:45pm.
Blues (from): Hilario, Ivanovic, Carvalho, Terry, Lampard, Mikel, Ballack, Malouda, Drogba, Kalou, Anelka, J Cole, Sturridge, Alex, Belletti, Ferreira, Bruma, Borini, Turnbull.
Hilario handed gloves for City clash
Date published: Monday 24th August 2015 1:19


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Featured application note: Stem Cell Transfection Guide
Stem cells continue to show immense promise for the future of regenerative medicine and personalized therapeutic treatments. Improved delivery of DNA, RNA, or protein using validated solutions can help expedite the progress of research leading to new therapies. We have created the following guide as a starting point for the transfection of various types of stem cells. Our goal is to provide a holistic view of the options, trade-offs, and delivery recommendations for a range of stem cell models. Download this Guide to learn more.


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2012-03-22, 09:52 | Link #17581 | |
Senior Member
Join Date: Nov 2009
Age: 27
As for Kamachi's work - Oda of the LN world, remember. He's already surpassed human limits. I doubt that the Loki Nets were able to one-shot the HsB-07's - I got the feeling the AC planes were just beginning their counter attack. As for Touma- I always smiled when he was named dropped as you are absolutely right- he's being depicted as a fast becoming legendary super hero. Magic is based on legends and myths, right? So isn't it possible that, like Enshuu copied Touma's mental patterns, someone could do the magic equivalant and base a spell on him?
2012-03-22, 09:53 | Link #17582 | |
Join Date: Sep 2009
Location: アッバス
Age: 26
Anyway, I will only be helping out in Index in the future if the volume's more than 400 pages.
2012-03-22, 09:57 | Link #17583 | ||
Senior Member
Join Date: Mar 2009
Location: In my room
From Marian's way of fighting. She really isn't the type which fights head on like Bersi/Kagun. The way she was corned twice first from Byouri then Oumi. She is powerful as long as she has tools. And you can't say she was soloing the whole fight because at first. She uses the tools which is "humans" she is expert in human modifying or life modifying that she uses it as weapons and also as a tool to scare the opponent away or destroy their morals. She also use it as a trap or sensory. I can say she is pretty wise and among the gremlins operative that which shown in the beginning she is indeed top tier. Specially when she brought out that cheap/cheat and yes that's a f****UUU cheap sword. She can probably beat almost everyone with that cheap sword of hers. The other gods in norse aren't showing up yet and I think Marian doesn't qualify yet as thor for what you pointed out. So expect a lot worse and I expect those gods are the battle type and not support type. I'm disappointed on Sygwin? Sygin? darn spelling Her suggestion looks useful but a waste because we didn't even get to see her. Waste of illustrations too. GIVE OTHINUS AN ILLUSTRATION!!!!! Onto the second thought. I also agree. Hands down and bows down with forehead on the ground. Kamachi's creative idea on that department never cease to amaze me even though it all looks gibberish at first because I don't understand it much unless I read it or google it. On the third part with the HS fights against Loki's net. Its one of the thing that excites me on Index III is the weapons that academy city will unveil. Specially in vol 14 where the boombers shows up to bomb Italy. It will look totally sweet in anime pov when all those high tech of academy city shows up. Magic side shows good characters but their weapons are pretty old looking for me..... and lastly face it chaoz. TOUMA = HERO of this verse. He got male fans and female fans. But in the afterword of this volume. Solidifies my theory of change for Touma. Because I notice in the chapter when he just say that he didn't ended up saving Kagun. It's like ... it's not bothering him at all or rather it bothers him but its not showing in emotion at all. Touma is CHANGING. It also reminds me the difference of Shirou and Archer of fate. Touma from before would be emotional in such situation when he failed to protect someone and it just didn't ended up with injury but death. He is beginning to accept that he alone or he can't save the world. But still he WILL SAVE "world" It puts me into at ease in his last words muttered to Ollerus that their are still people needs to be save even though his also at that state. I can't help but mimic Ollerus smiling Touma is changing and so as the world is changing but something will still not change. I might sound like a bad guy again but really....... Quote:
2012-03-22, 10:14 | Link #17585 | |
Join Date: Jan 2009
Age: 27
It will feature 800 pages . It seems Kamachi wants to give Marian some hopes of redemeption, Kyon, you want it and just now I want it as well, yeah, we know they fucked each other . |
2012-03-22, 10:35 | Link #17587 | ||
Join Date: Jan 2009
Age: 27
Fiamma: |
2012-03-22, 10:50 | Link #17589 |
Senior Member
Join Date: Dec 2010
Ok guys, as i understood the ones who surely are dead are Utgard-Loki and Kihara Ranshuu?
Kihara Kagun became an Einherjar - something like lifeless zombie? So there is a possibility he will return or he is finished for 100%??? Conidering how many times Byouri resurrected i dont know what to expect from her. Maria is alive and well (exept beeing scared to shit) Oumi Shuri and Saflee Opendays probably almost died, but were saved when Touma arrived.Most likely. Last time we saw Kihara Enshuu when she was uncouncious after battle with Maria and others. It`s mean she is alive so far... Marian is beaten to a pulp but pretty alive for me. Last one is Sigyn. Dont know why Haimura made an illustration of her. Really we didnt see her at all. As far as i understood she was captured and interrogated by Maria and Oumi. We dont know what they did with her later, do we? Correct me if i am wrong. I just want to be sure what happened to all characters. |
2012-03-22, 10:50 | Link #17590 |
Join Date: Mar 2011
Location: Chile
I think that it can be read as "it's own arc" (lit. = original version) in some circumstances? I can't tell since I'm not looking at the whole text and I'm definitely not good with subtleties like those.
From the moment Othinus manhandled roughly Marian's because she was not being useful and after Bersi was turned into a slob, I got the feeling that Marian was going to betray her in the end. Reading the afterword only strengthens my suspicions.
2012-03-22, 10:55 | Link #17591 | |||
Senior Member
Join Date: Jul 2008
If anything, we really should be admiring Kamachi's hard work to make everything so realistic. Quote:
2012-03-22, 11:13 | Link #17592 | |
神の金槌 (ユダ=マーテル)
Join Date: Mar 2011
Location: Cainta, Rizal, Philippines
Bonus points if she can do "INEEDMAHMONEY! / JOHNNYBOUGHTACAR!"
2012-03-22, 11:17 | Link #17593 | |
Senior Member
on another note... volume's selling pretty well, i think. must be the word of mouth. Spoiler:
2012-03-22, 11:29 | Link #17594 | ||||
Join Date: Nov 2010
Location: Dai Korai Teikoku
How dare a mere mortal call upon the Goddess! Know your place! (You really think I wouldn't apply? You're underestimating our friendship ) Quote:
To all the "Awaken" Mikoto advocates: No. That would essentially destroy her basic character. |
2012-03-22, 11:44 | Link #17598 |
Dark Energy
Join Date: Sep 2010
Location: United States
Err... I think the bigger question should be who you want her curb-stomping. At the point we're at now, we're looking at roughly Saint-class opponents and above as the main opponents of the story. Sorry to say, but Mikoto just isn't a Saint-class fighter.
2012-03-22, 11:56 | Link #17600 |
Enjoying Snack Time!
I just read the author's afterword, and it looks like he teased about the next volume possibly being about valkyries considering they made a small appearance along side Birdway near the end.
I liked how he approached Touma's character in this volume because he's able to save the lives of others perfectly but he failed to save a few people, hence the apology he made to Marian before their fight. I wonder if Birdway, Yuiko Kihara, or Kakine will make an appearance next volume because they played a significant role during the course of the mayhem and they've been referenced a lot, hinting that their presence will be possible.
Tags |
action, dengeki bunko, fantasy, light novels, science fiction, shounen |
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Visceral Games
Official Website: http://www.visceralgames.com
Company Description: Visceral Games, formerly EA Redwood Shores, is a video game developer owned internally by Electronic Arts. Known best for the critically acclaimed Dead Space series, the studio has also taken part in The Simpsons Game and the James Bond series. Located in Redwood City, CA, the studio is currently working on two unannounced titles.
Recent Games: Army of Two: The Devil's Cartel, Dead Space 3, Dead Space 2, Dead Space Extraction, Dead Space Ignition
Visceral Games Games On Xbox 360
Visceral Games Games On PS3
Visceral Games Games On Wii
Visceral Games Games On PC
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No Adaption
In the Bulletin of Atomic Scientists, Jason Vest has an important story on how the U.S. sent its army into Iraq without so much as a counterinsurgency doctrine. "U.S. ground forces are only now beginning to readjust their approach toward counterinsurgency warfare. But to many knowledgeable observers, it's looking like too little, too late--thanks largely to the Pentagon's myopic leadership. It isn't just that the Pentagon's civilian ideologues and acquiescent brass failed to entertain even the possibility of an insurgency. It's also because, despite a plethora of writing from soldier-scholars and the informal attempts at innovation by a handful of junior officers, no formal organizational strategy exists that allows the army to rapidly and effectively adapt."


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I interviewed Paul Craig Roberts on March 27th. This is part one of a two part interview.
Here's the link to the audio recording Podcast.
Thanks to Don Caldarazzo for doing the transcript.
Rob Kall: And welcome to the Rob Kall Bottom Up Radio
Show, WNJC 1360 AM, reaching metro Philly and South New Jersey, out of
Washington Township, New Jersey, sponsored by Opednews.com . Just Google the words "Liberal news," and Opednews.com shows up at
the top of your Google search, or one or two [1 or 2] on your Bing.com search. But we're left of Liberal, really. And we're certainly not a Democratic or a
Republican site at Opednews.com .
by PCR
My guest tonight is Paul Craig Roberts.
He's a former editor at the Wall Street
Journal, he was policy director at the Treasury, and in recent years he
has been just kicking butt talking about the truth about the economy, about the
Constitution, about the rights in America, and the future of America. He's got a new book out: The Failure of
Laissez Faire Capitalism and Economic Dissolution of the West. Welcome to the show, Paul.
Paul Craig
Roberts: Hey, glad to be with you, Rob.
Rob Kall: I think this is the fourth of fifth time I've
had you on the show, which may make you one of the most, or the most,
frequently revisited guests. Your
website is Paulcraigroberts.org . I wanted to start off citing a little bit
from your new book. It just came out the
beginning of the year. You say in it,
"The collapse of the Soviet Union in 1991 and the rise of the high speed
internet have proved to be the economic and political undoing of the
That's a big deal! I'd like you
to dissect each of those a little bit. I
thought that collapse of the Soviet Union
was a pretty good thing. Why are you
saying it's so bad for the US?
Paul Craig
Roberts: Well, you know, Rob, it led to
that Neoconservative nonsense about the end of History, which of course
unleashed the notion of American hegemony over the world, and the ideology
behind all of the wars and the aggression that the United States has been
conducting since the George W. Bush administration. But I'm speaking in the book economically;
and what happened economically because of the collapse of the Soviet Union and
the rise of the high speed internet is that it made it possible for Western
corporations (corporations in the United States, Europe) to arbitrage labor
across national borders.
In other words, when the Soviets collapsed, it had a big impact on thinking
in Communist China and Socialist India.
Their response to the failure of the Soviet Union was to open their
vast, underutilized labor to Western capital.
So the corporations found out that they could produce for their home
market offshore in India or China, dramatically drop the labor cost, and
thereby dramatically increase the profits flowing in capital gains to
shareholders and in performance bonuses to executives.
So the collapse of the Soviet Union began the arbitrage of of labor,
and it ended up separating Americans from the production of the goods and
services that they consume. The economy
has been dead in the water ever since, and the Federal Reserve under Alan
Greenspan tried to substitute - for the missing growth in consumer income in
employment - consumer indebtedness. So
we had the rise in consumer indebtedness, the real estate bubble, the various
financial frauds, and the ongoing financial crisis.
Rob Kall: You also said about this being caused by the
high speed internet. How's that tie in?
Paul Craig
Roberts: Right. That's what I'm getting to now.
Rob Kall: OK.
Paul Craig
Roberts: The manufacturing goods were
produced offshore and sent in. Now. What the high speed internet allowed the
corporations to do was to offshore the production of professional services,
such as software engineering, information technology; and now, of course,
research, design. They could hire people
in India to do this work, and they could send it in on the high speed internet,
and so we have seen the employment for Americans in rapidly growing fields such
as software engineering and information technology simply dry up. The work is now done offshore and sent in on
the internet. So the consequence of
Soviet collapse was to destroy American manufacturing jobs, and to destroy
professional service jobs that had always been the ladder of upward mobility
for American university graduates.


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The Eight Creepiest Things Found in Muammar Gaddafi's Palace
People should have the right to be whoever they want to be and with whomever they wish and certainly a regime like Gaddafi's worked to stamp out any form of resistance or individuality that wasn't in line with his own. That being said, this next item couldn't be creepier if the rebels found a cache of topless male Abercrombie and Fitch ads in Gaddafi's home.
Some rebels and reporters touring the compound shortly after Gaddafi and his family fled found a copy of a DVD called Boyz Tracks in an office area, hidden under a stack of catalogues for expensive cars and yachts. To be fair, it's hard to tell if it belonged to Gaddafi himself and let's face it, as tough as times are right now, nobody wants that job.
3. A Mermaid Couch With His Daughter's Face
Source: AFP/Getty Images
Apparently, power hungry rulers have enough compassion left over to take care of and provide for their family and Gaddafi was no exception. His children had just as many amenities as the next child could hope to have if, of course, that child was a Hilton daughter whose father built hotels on top of untapped oil fields.
One of the most infamous possessions that also produced one of the most recognized images in the wake of Gaddafi's toppling is the specially made golden couch that Gaddafi commissioned for his only daughter, Ayesha. The pure gold couch was made into a mermaid and because that wasn't creepy enough, it also features her striking likeness.
2. An Underground Lair
An evil madman should have an equally evil undisclosed location. All the famous movie villains have them. Dr. Evil lived inside a giant hollowed out volcano. Francisco Scaramanga, the Man with the Golden Gun, lived inside a giant uncharted rock in the middle of an ocean. I presume the villain from Goldeneye had at least a cot on that giant satellite thingy.
Gaddafi also had a home away from home in case of an emergency. Rebels discovered a long series of winding tunnels and bunkers nearly 40 feet underneath his compound. Reporters describe the series of secret rooms and hallways as a creepy, deathly silent corridor of desolation and despair. Rooms were filled with used camera equipment and videotapes indicating the location where Gaddafi would record his threatening addresses to his people. They even found his famed golden golf cart smashed into a wall. The creepiest part is the tunnels may have secret exits that reach to all corners of Tripoli.
1. A Scrapbook of Pictures of Former Secretary of State Condoleezza Rice
Source: MAHMUD TURKIA/AFP/Getty Images
It's no secret that American leaders on both sides of the political aisle cozied up to and had their picture taken with the now fallen dictator. It seems, however, that Gaddafi may have had a crush on one of them.
Rebels found a book containing hundreds of pictures of Condoleezza Rice in one of his offices. The two met during one of Rice's many overseas trips with foreign ministers and heads of state and Gaddafi seemed to take a shine to her after a visit in 2007 when he told Al Jazeera, "Leezza, Leezza, Leezza, I love her very much" and called her his "darling black African woman." Still no word if the rebels found a notebook with the words "Mr. and Mrs. Muammar Rice" scribbled in hearts on the inside cover.


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Since 2007 the program has...
Since the fellowships were first awarded in 1974, the IAF has...
The IAF Grassroots Development Ph.D. Fellowship Program provides support for dissertation field research in Latin America and the Caribbean undertaken by students who have advanced to candidacy for a Ph.D. from a university in the United States.
Learn more about the application process
Download the IAF's newest journal
Download IAF's latest Annual Report
Our second Orientation Workshop will be held in October, 2016.
Volume 31 of Grassroots Development, the journal of the Inter-American Foundation, included an article on the history of the IAF's Fellowship Programs. Volumes 32, 33, 34, 35 and 36 of Grassroots Development include articles by former Fellows.
Read the article on the fellowship programs (262 KB, PDF)
Volume 36 - Fall 2015 (2.3 MB, PDF)
Volume 35 - Fall 2014 (2.8 MB, PDF)
Volume 34 - Fall 2013
Volume 33 - Fall 2012
Volume 32 - Fall 2011 (5.2 MB, PDF)
Volume 31 - Fall 2010 (4.3 MB, PDF)
You may also view IAF's Annual Reports. 2014 IAF Annual Report (5.1 MB, PDF), 2013 (3.8 MB, PDF), 2012 and 2011 Annual Reports.
Go to IAF publications
Ph.D. candidates who are currently enrolled at a U.S. university and are citizens of the United States or of an independent country in Latin America or the Caribbean, except Cuba, may apply. Before beginning research funded under the IAF Fellowship, students must have advanced to candidacy for a Ph.D. in the social sciences, physical sciences, technical fields or other disciplines as related to grassroots development issues in Latin America or the Caribbean
Learn more about eligibility requirements
Fellowships provide support for field research in independent countries in Latin America or the Caribbean, except for Cuba. Proposals for field research in Puerto Rico or the Dutch, French and British territories are not accepted.
The Inter-American Foundation (IAF) was created in 1969 by the United States Congress to fund the self-help initiatives of the organized poor in Latin America and the Caribbean and the groups that directly support them. The IAF disseminates research findings of its Fellows to a broad audience concerned with development. The IIE has partnered with the IAF to administer its Grassroots Development Fellowship Program.
Learn more about the Inter-American Foundation
Fellowship awards include a research allowance of up to $3,000; a $1,500 monthly stipend for a period from between four to 12 months, international round trip transportation to the research site, health insurance and attendance at two mandatory events - the IAF Orientation Workshop and a Mid-Year Conference held in the region.
Learn more about award benefits
The application deadline for the 2017-2018 cycle is January 11, 2017. See the main application page for more details.
Sign Up
To get the latest news, sign up to receive the IAF Fellowship newsletter.
Subscribe to the Program Mailing List
Also look for the IAF Grassroots Development Fellowship on LinkedIn.
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© 2016 Institute of International Education, Inc. All rights reserved.


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National Science Board to Discuss Spending and Oversight of NSF's $3 Billion Stimulus to Invest in America's Scientific EnterpriseMeeting to be held Feb. 23-24 at NSF headquarters in Arlington, Va.
The National Science Board (NSB) will hold its first meeting of the new year related to national science and engineering policy issues and oversight of the National Science Foundation (NSF) on Monday, Feb. 23 through Tuesday, Feb. 24, 2009. High on the meeting's agenda will be deliberations about spending and oversight of the portion of the American Reinvestment and Recovery Act directed to NSF, $3 billion, to enable U.S. investment in America's scientific enterprise. The NSB will also discuss work by its Sustainable Energy Task Force. Established in October 2007, this task force was charged with examining the role of the U.S. government in addressing science and engineering (S&E) challenges related to the development of sustainable energy, and providing recommendations to the president and Congress regarding a nationally coordinated S&E research and education initiative on sustainable energy, with specific guidance on the role of NSF in this initiative. The NSB will also approve and announce its honorary 2009 Vannevar Bush and Public Service award recipients. NSF Director Arden L. Bement will announce the NSF's prestigious Alan T. Waterman awardee. All three awards will be presented at a ceremony in May at the U.S. Department of State. The NSB is the 25-member policymaking body for NSF and advisor to the president and Congress on science and engineering issues. Drawn from industry and universities, and representing a variety of science and engineering disciplines and geographic areas, NSB members are selected for their eminence in research, education or public service, and records of distinguished service. NSB members serve for six-year terms. The NSF director is an ex officio member of the NSB. The newest members of the NSB were sworn in during the December 2008 meeting. For more background on the NSB and its current composition, visit: http://www.nsf.gov/nsb/about/index.jsp. Reporters are invited to attend all open sessions, subject to provisions of the Government in the Sunshine Act. All sessions will be held at the NSF headquarters: 4201 Wilson Boulevard, Arlington, Va. Journalists interested in attending and covering the meeting and/or interviewing NSF or NSB officials should contact Lisa-Joy Zgorski at 703-292-8311 by 7 a.m. on Monday, Feb. 23, 2009, to make arrangements. For further background on the NSF's Sustainable Energy Task Force and its work, view a video interview with Dan Arvizu and Jon Strauss, cochairs of the National Science Board's Task Force on Sustainable Energy. Additional interviews with the chairmen may also be scheduled during and after the NSB meeting. -NSF-
Media Contacts
Program Contacts Related Websites The National Science Foundation (NSF) is an independent federal agency that supports fundamental research and education across all fields of science and engineering. In fiscal year (FY) 2016, its budget is $7.5 billion. NSF funds reach all 50 states through grants to nearly 2,000 colleges, universities and other institutions. Each year, NSF receives more than 48,000 competitive proposals for funding and makes about 12,000 new funding awards. NSF also awards about $626 million in professional and service contracts yearly. Useful NSF Web Sites: |


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Photos! Step Inside the Star-Studded Opening Night Celebration of When We Were Young and Unafraid
Cherry Jones, Zoe Kazan and the cast of MTC's When We Were Young and Unafraid, a new play by Sarah Treem, kicked off their official opening night with a starry celebration! Click for photos from the evening at New York City Center.


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Abby Lee Miller, whose award-winning dance company is the focus of Lifetime's reality series "Dance Moms," grew up dancing in her mother's dance studio, which Maryen Lorrain Miller opened in 1945. Sadly, Maryen passed away from cancer in February 2014 and Abby tells Zap2it that while she's excited to be guest-judging "Dancing With the Stars," it is also a little bittersweet for her.
"It kills me because she was so into 'Dancing With The Stars'," says Miller. "It was her absolute all-time favorite show — you couldn't say a word if it was on. It kills me that she's not going to be there with me when I'm judging. I wish she could have come and sat there. But it's all in the timing. That's a Bob Fosse quote, 'It's all in the timing.'"
When asked what she's most looking forward to, Miller lets out one of her famous chuckles and says, "I hope I make Derek Hough a little nervous [laughs]. He had a lot of … let's say … interesting things to say about 'Dance Moms' when we first started. His mom was a dance teacher, I think? I'm not sure. But the one thing his mother should have taught him is you never know who's going to be judging you [laughs]."
Part of her focus when she is judging the Season 18 contestants on "Dancing With the Stars" is getting back to the basics, in the hopes that her advice can help them go on to win the coveted mirror ball trophy.
"I always look for the most technical aspects," says Miller. "I think the judges do that, but now they're getting so much more involved in the theme and the musicality and the costuming and the showmanship and all of that. I'm going to go back to the technique. I think the audience loves all of that stuff, but as a judge, I'm always thinking about the next routine and the future.
"I'm trying to give them tools and suggestions and advice that they can use going forward so they can become better and become stronger. If I can help them, if I can give them any tips or any inspiration or any critiques that they can improve upon, that they can fix, that they can change for the next few weeks, they might just end up the winner with my advice."
So does she have any favorites this season?
"I loved NeNe Leakes, and now she's gone. I thought I would enjoy her company," says Miller. "She came from the reality world and she's crossed over and she's done so well, so I was interested in talking to her a little bit."
She continues, "The young woman who is the ice dancer, Meryl Davis, her body — it looks like she was a professional ballerina. She's so elegant and her physique, her muscles are petite and tight. As a ballerina, she's beautiful. The quality of her movement — I have trouble telling the difference between her and the professional female dancers. She could be one of them."
Tune in Monday (May 5) at 8 p.m. ET/PT on ABC to watch Abby Lee Miller bring her signature no-nonsense "Dance Moms" attitude to "Dancing With the Stars."