archive |
Sys_Set_Empire_Fleet_Waiting_For_Ships QuestionSubmitted by unnamed on Sun, 2007-11-18 11:10. SE:V MODsHey 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 |
Political options...Submitted by Gideon on Sun, 2007-11-18 14:08. Space Empires V GeneralI 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. |
v1.63 bugs...Submitted by Gideon on Sun, 2007-11-18 14:34. Space Empires V GeneralIf 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. |
v1.63 bugs...Submitted by Gideon on Sun, 2007-11-18 14:49. Bug ReportsIf 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. |
Racial MigrationSubmitted by Lucifer Domine on Sun, 2007-11-18 15:43. Space Empires V FAQsI 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? |
allianceSubmitted by Lastdreamer on Sun, 2007-11-18 17:50. Space Empires V GeneralOne simply questions... Alliance are working or not? |
Fight without enemySubmitted by Alpedar on Sun, 2007-11-18 20:03. Space Empires V GeneralI 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. |
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 ReportsWhat 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 » read more | 6 comments |
Follow that ship...Submitted by Grimlock on Sun, 2007-11-18 21:02. Space Empires V GeneralIs 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. » read more | 6 comments |
Baseship ConstructionSubmitted by lwmweb on Sun, 2007-11-18 23:37. Space Empires V GeneralI currently have level 9 in Huge Hull & level 6 in Base Construction. Why do I not get Basehip Construction? |



