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Pirate mod, ideas and thoughts.Submitted by Ophanim on Mon, 2007-10-08 01:19. SE:V MODsOkay, before I write down any ideas ... can a random event be scripted to permenantly or temporarily change the effectiveness of a component? (hope it does because I have a really cool idea) thanks in advance guys.
OK, that was a raving success. What I was thinking was that we implement a line of "pirate enhancements" (read mounts) for weapons, sensors, engines and armour ... if the last 3 are even possible. The mounts would add a bit of character and unpredictability into starship creation. Each would have a scripted event tied into the component, to be activated when the ship is built. IF this isn't too big a task I have ideas on what each could be. » read more | 25 comments |
speen of IRMSubmitted by evader23 on Mon, 2007-10-08 12:37. Space Empires V GeneralI am playing the IRM mod and noticed it is slower turn processing than others I have playeed besides the obvious stated obvious fixes that work with stock is there any thing I can do to speed it up |
Having two versions installedSubmitted by evader23 on Mon, 2007-10-08 12:40. Space Empires V GeneralWhen the patch comes out. I want to upgrade to it. But I am in a multiplayer game that is on 1.44 if they don't upgrade can I have 1.44 and the new version installed so I can play both my multiplayer game and new single player games |

SE:V v1.58 HistorySubmitted by Captain Kwok on Mon, 2007-10-08 16:30. Space Empires V GeneralThe latest history file from the beta. Just a couple of fixes to sew up some lose ends. A Phong trader reported that the anticipated cargo should be here by the end of the week. Version 1.58: » read more | 17 comments |



