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Sys_Set_Empire_Fleet_Waiting_For_Ships Question

Submitted by unnamed on Sun, 2007-11-18 11:10. SE:V MODs

Hey Everyone,

Does the value Empire_Fleet_Waiting_For_Ships have any effect on the game or fleets besides a simple tag for us scripters to use?

Also, when I save a game with empty fleets in the game (AI created them); when I load that game the empty fleets are gone. Is this normal? Is there any way to fix this so they remain? Is it related at all to the Empire_Fleet_Waiting_For_Ships tag? Any info would be appreciated.

-Unnamed

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Political options...

Submitted by Gideon on Sun, 2007-11-18 14:08. Space Empires V General

I feel that the treaty options are MUCH too limited. This area desperatly needs some help.

This is a short list, off the top of my head, of treaty options that I would like to have added. All of these are do-able, with a varying degree of difficulty. You may want to spruce up the Set Treaty Elements, so that first the sender selects an empire, then the treaty element. So, select Sergetti, then the specific elements that affect the Sergetti, then select Cue Cappa, and then the elements that affect the Cue Cappa. If listed in a similar way (Empire A, then treaty stipulations on Empire A, Empire B, then treaty stipulations on Empire B), it would clean up the Treaty Elements screen and make it easier to read.

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v1.63 bugs...

Submitted by Gideon on Sun, 2007-11-18 14:34. Space Empires V General

If you colonize a planet with Ruins, you get a special tech or an increase in tech.

Abandon the colony the same round you colonized it.

It will still have the ruins icon on it, and presumably, will give you another special tech/tech increase when you colonize it again.

» 2 comments

v1.63 bugs...

Submitted by Gideon on Sun, 2007-11-18 14:49. Bug Reports

If you colonize a planet with Ruins, you get a special tech or an increase in tech.

Abandon the colony the same round you colonized it.

It will still have the ruins icon on it, and presumably, will give you another special tech/tech increase when you colonize it again.

» 9 comments

Racial Migration

Submitted by Lucifer Domine on Sun, 2007-11-18 15:43. Space Empires V FAQs

I have entered an alliance with multiple empires and we allow migration of races between the alliance members. This is extremely beneficial as it allows me to remove the domes from almost all my colonies (as we have a variety of native atmospheres); however, I am curious if ANY of the immigrant race's abilities other than atmosphere have any effect upon my planets. There are three methane-based races in the alliance (two members and one other has some by conquest) and they all have different modifiers to resource, intelligence, construction, etc... I remember in previous games I played (mainly MoO2 and SEIV) that individual race characteristics DID affect the planets upon which they were placed, but these modifiers are not showing in Planet Modifiers in SEV (just shows my original race statistics under Quadrant wide), so I am unsure if it matters whether I remove a race with bad research modifiers from my methane atmosphere research compounds... any ideas?

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alliance

Submitted by Lastdreamer on Sun, 2007-11-18 17:50. Space Empires V General

One simply questions... Alliance are working or not?

» 1 comment

Fight without enemy

Submitted by Alpedar on Sun, 2007-11-18 20:03. Space Empires V General

I put mines on WP and enemy send ships through. During enemy movement phase (turn based game) i was offered choice between strategic/tactical combat (although during game setup i checked no tactical) and after combat started, enemy did not arrived, so after 5s or so it ended.

But i must clicked through it anyway.
Is it possible to make it not generate combat, if enemy dies on mines?

» 3 comments

1.63 BM 1.11 - Fixing AI Freighters, Colony Ships & Warp Points Bug will improve Turn processing & AI Lethality - Read On!

Submitted by Grimlock on Sun, 2007-11-18 20:47. Bug Reports

What is it with the AI, constantly sending Freighters & Colony ships through warp points where there are 20 satellites waiting to blow it into space.

Nearly every warp point i have blocked up, i get 3 ships per turn coming through from civilisations i do not have a "Non aggression" treaty with..

A fix would improve:

1. Turn processing time,

(a) both from personal combat time (you don't know if its a major attack or just a
freighter so you have to go tactical all the time). On this point, is there anyway the tactical\strategic combat screen could say a bit more about whats in combat (ie the strategic screen come up before the choice), this way you'll be better informed as to whether you want to go tactical or strategic e.g. Medieval TW II.

» read more | 6 comments

Follow that ship...

Submitted by Grimlock on Sun, 2007-11-18 21:02. Space Empires V General

Is there any way to get one of your ships to follow another empires ships .. i.e. you've spotted a fleet of theirs and want to keep an eye on it to see where its going..

Replay movement logs and so forth is tedious to have to do every turn..

Basically, it would be:

Order ship to follow.
End of turn, note which direction ship went.
At some point it will go out of sensor range.
When it is your ships turn to move, it moves in the direction of the last know direction, and sees if it can pick up ship on sensors.
If it doesn't it stops at end of movement and stops following.
If it does, it keeps following.

» read more | 6 comments

Baseship Construction

Submitted by lwmweb on Sun, 2007-11-18 23:37. Space Empires V General

I currently have level 9 in Huge Hull & level 6 in Base Construction. Why do I not get Basehip Construction?

» 2 comments

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