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Game freezing on me

Submitted by JamesTalon on Mon, 2007-11-19 03:27. Space Empires V General

First post here, but I've played both Space Empires 4 and 5, however with my current game I'm having trouble with it freezing between turns. I have a carrier moving towards an enemy system, with around 90 heavy fighters, cloaked, and for some reason if I stop the carrier, have it move back towards my system, or do anything but keep it going towards the enemy system, the game will freeze. This is causing me a good amount of problems, since I sort of need to get through 1 or 2 turns at the very least. Anyone have any idea what the cause may be?

» 5 comments

[1.58/1.63][BM] Problem with moving host to another computer

Submitted by GreencCrane on Mon, 2007-11-19 04:44. Technical Support

I wanted to move a running SE V V1.58 BM 1.11 simultaneous multi-player game to another computer (host).
We are using the european version of SE V with english language.

In the first try I have just copied the files in the folders:
* savegame
* savedempires
* data/settings.txt (we are using a slightly modified: settings.txt)

I used the same CD (and Serial-Key) on the new host, as was used on the old one.
When I started SE V as a player on the new computer and tried loading the game I encountered an error message
"Data files on this computer are not the same as on the host" (or something similar).

» read more | 1 comment
Iron Giant's picture

How do I get started with scripting and improving the AI?

Submitted by Iron Giant on Mon, 2007-11-19 09:48. Space Empires V General

I want to try making an AI.

Where do I get started?

I'm specifically interested in making a custom AI for the Unnamed Mod.

Please point me in the right direction. I can't find a thread about it or a page or documentation anywhere.

Hopefully, its not right under my nose, which would not bode well for my future AI Smiling

» 2 comments

GidMod Politics, concept...

Submitted by Gideon on Mon, 2007-11-19 12:53. SE:V MODs

Okay, I'm working on the design for politics in my mod. Mostly, because the political/relationship (they are the same) AI is so god-awful in stock, that it sucks the fun out of the game for me.

I'll be using this thread to vet some ideas, and get some feedback, as well as hear player suggestions. It'll take a while for me to produce this, as I first have to analyze the current political scripting, to see what (if any) of it I want to keep. The current behaviour is so abyssmal, that I may just jettison the whole mess.

Anyways, this is what I have so far, conceptually. If I can't do anything directly, I might be able to find a way to do it indirectly, so at this point, no ideas are barred.

» read more | 12 comments
althumbs's picture

Space Pre-combat prompt report

Submitted by althumbs on Mon, 2007-11-19 15:02.

During the AI turn when it prompts the user for space or ground combat it would be nice to have more information.

1. The quadrant map display the system where the combat is taking place is highlighted
2. An Pre-combat report such as number of vessel broken down by type, and race. Like

Een
5 Frigates
10 cruisers
59 light fighter
4 drones

Human
4 Cruisers

althumbs's picture

Ship/planet detail report window

Submitted by althumbs on Mon, 2007-11-19 15:28.

Cargo Report tab

1. On the Cargo tab please add option for condescend view. The current display is very helpful to see if any cargo is damage and the percentage of damage, but determine force strength (# of fighters, # of troop) a user has to go to the transfer cargo action to see the numbers.
2. Please add sub-menu on the cargo tab to allow scraping or jettison cargo. This would be activated by right clicking on the unit. In condescend view it would scrap/jettison all units of the same type.

Ship General info tab report (the report that shows the current class of ship , ship experience and orders.)

» read more
althumbs's picture

System Sector curser display

Submitted by althumbs on Mon, 2007-11-19 15:48.

Sector curser can be blocked by other planet and ships. When useing the next/pervious button to jump to next ship or planet the curser is difficult to see at times especially when the system is busy with ships and planets. Please change the sector curser to always be on top and a bit bigger. A color change would be nice as well as white is the same as warp points. Maybe instead of just ringing the sector add a arrow underneath pointing to the sector. You would now best but plase fix this.

althumbs's picture

Waypoint names

Submitted by althumbs on Mon, 2007-11-19 15:51.

Waypoint names are being block by the planet status icons. Please move the waypoint names to show underneath the sector instead of on top of the sector.

Playing SEV one-on-one...

Submitted by Gusset on Mon, 2007-11-19 16:57. Space Empires V Multiplayer

...can be a real kick in the pants. Pace can be much quicker than a larger game, especially in the early-mid portions. Less of the map is subject to early colonization competition, which allows a little more freedom in creating a base set of colonies and systems around which to create your empire. Also, there's no ambiguity about how you should relate to your opponent when contact is made. Win or lose, a 2 player game can be great fun. Plus, it serves as a pretty darn good way to learn the game the best way: by matching wits against a human opponent at a reasonably quick pace.

This is my little advertisement and encouragement intended to ask folks to join Takahlah's "Emperor Of The Universe" league.

» read more | 1 comment
MondoMage's picture

[BM 1.11][SEV 1.58] The 300 (militia troops, that is)

Submitted by MondoMage on Mon, 2007-11-19 17:23. Bug Reports

In my current solo game, I've heavily bombarded and then invaded a neutral AI's planet. No atmosphere (domed), 7 M population, 4 badly damaged fighters, no WPs or troops, and 3 research research facilities with varying levels of damage.

Invaded with 150 troops dropped from a medium freighter.

When ground combat came up during turn processing, I wound up facing 4 badly damaged fighters and 300 militia troops! The sheer number of units on the screen dropped my system performance down to about a frame every 3 seconds. User interface controls were so sluggish as to be unresponsive.

To add insult to injury, every single enemy unit turned tail and ran (at a snail's pace) from my massed troop formation. They had weapons, and supplies (except for the fighters, that is), and should have engaged my units. But nope, they scattered, and I wound up destroying or damaging maybe 25-30 units by the end of combat, which took a darned long time to complete.

» read more | 3 comments

System/Space Combat Effects?

Submitted by Zarsynn on Mon, 2007-11-19 22:57. Space Empires V General

Hey All-
Big Fan of the SE series! Like it so much because you can mod/tweak the heck out of it to make more what you want. I like to think I'm getting good at tweaking. That being said, I seem to be stuck in a quantum loop....

In SEIV I had modded a shield nullifier- that is, the component on a ship nullified shields in a battle up to a given number of points depending on level 1 -4 ie: 1200 negative shield points applied to all ships in battle. A lot of fun was had when the AI stormed a fleet or 2 at me, and I had a Shield Negator ship sitting in the middle of my heavily armored fleet....made capturing ships fun too Eye-wink

» read more | 7 comments
BlueTemplar's picture

Spoils of War

Submitted by BlueTemplar on Mon, 2007-11-19 23:16. Space Empires V FAQs

If you capture a planet with ressource storage facilities, do you get some free ressources from them in addition to the storage space?

» 6 comments

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