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Disabling automovement in combat as standardSubmitted by Ulfar on Fri, 2007-11-02 07:55. Space Empires V GeneralIs it possible to set default for ships to not auto move in combat without having to click the options each time. I want to be able to do this so warp point sentries don't move from the positions I put them in on their own. |
Trouble with Unnamed ModSubmitted by madman22 on Fri, 2007-11-02 08:58. Space Empires V GeneralI have installed the Unnamed Mod, but when I play the computer opponents don't seem to be building ships or colonizing. I use the setting where I can see the scores of all players and after 10-15 turns all AI empires have 0 ships and only 1 planet. Am I doing something wrong or is this how the computer always starts on Unnamed? Also, where can I download the Balance Mod? |
Hiding combat display info on certain ships possible?Submitted by Savant on Fri, 2007-11-02 13:21. Space Empires V FAQsSorry if this question has been asked before, but I was wondering if it's possible to show combat info (ship name, health, destination, etc) in real-time combat for just some ships. I like these options turned on, but they're near-useless when you have every single fighter displaying it's name, firing range, etc. I just want to show it for actual ships, not smaller stuff like satellites and fighters. That at all possible? Thanks in advance! |

Random value in researchSubmitted by crimson on Fri, 2007-11-02 13:49. SE:V MODsHi, can a random value be use in Components.txt under Requirement Formula. Example below: Requirement 1 Description := Empire must have at least tech level 1 in Light Hull Construction. This would allow hit and miss research so players won't be able to depend on research as much. The AI would need to be fix, but I don't think it would be that hard. What do you guys think. |

Any Balance Mod Strategy Guides?Submitted by inigma on Fri, 2007-11-02 14:40. Space Empires V GeneralI was curious, are there any strategy guides composed for the Balance Mod? |
Tactical combat decisionsSubmitted by ltchobs on Fri, 2007-11-02 14:56. Space Empires V GeneralIs there a way to change the default attack plan while in Tactical combat? I understand that many people believe it is more fair to go with strategic combat...but I like watching the ships duke it out...or at least when I win. Recently though I brought a couple of defense Frigates, and a light carrier with 45 fighter to attack another group of 3 figs and a carrier group. Well low and behold the other group spat out 105 fighters...note to self 'this may be bad'. Well I watched the fight and my fighters went after the enemy captial ships and ignored the fighters...which proceded to tear mine appart. We were both at level 2 in fighters, their weapons were similiar to mine (they had a couple varients in fighters) and speeds were +/- 1.5. I lost all 45 of my fighters (well 1 got away damaged) the 2 defense figs, I forced my carrier to run when I saw what was happening...all for the cost of 6 of their fighters and some damage to their figs. Had my fighters set for optium range thinking this would give my ships flexiblity to attack anything...not quite what happened. » read more | 5 comments |

SE:V v1.60 HistorySubmitted by Captain Kwok on Fri, 2007-11-02 17:44. Space Empires V GeneralThe latest from the beta. MM would like to release a patch soon, so make sure you e-mail any bugs we've got as soon as possible... Version 1.60: » read more | 24 comments |
Instant Facilities?Submitted by Atomizer4 on Fri, 2007-11-02 18:09. Space Empires V GeneralIs it possible to have a facility with zero cost be built instantly? or will it be next turn? |

ScenariosSubmitted by inigma on Fri, 2007-11-02 18:13. Space Empires V GeneralHas anyone created, or scripted any scenarios for download and use in SEV? |

[1.58][BM 1.10] Mines out past the systemSubmitted by inigma on Fri, 2007-11-02 18:25. Bug ReportsWhen a neutral empire attacked my mines on the warpoint I had laid on their warpoint back to my system, some of their wing of 21 fighters died, but out of 47 mines, only 5 survived and appeared out in the black space approximately at a 90 degree angle from where they were laid, and appeared about 7 sectors out into la la land outside of the system grid. It was corrected when I refreshed the system view (by switching to a report). |
Not to sound ungrateful...Submitted by Tilarium on Fri, 2007-11-02 18:32. Space Empires V GeneralI don't mean to sound ungrateful, this is definitally one of my favorite games. Has MM put out any word on when there's going to me an offical map maker? Ergie's map maker is alright but it has limitations (planets, stars, and astroids aren't labeled like they are in the game made maps and a resent one I noticed, the storms in the nebuli don't have any abilities). I literly sit for hours generating maps in the game because everyone it makes has something that bugs me (systems that have only one system it connects to and crossing warp points... I HATE crossing warp points, connect to the closest system dang it!). » read more | 3 comments |
Gid Mod 4.8.0-betaCore ProductsFurther AI enhancements.
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GidMod 4.8.0bSubmitted by Gideon on Fri, 2007-11-02 21:24. SE:V MODsThis version of my mod concentrates on early-game resource issues and particularly on the AI. I think you'll notice the difference. Download, and let me know how it works. Check the ReadMe for the specific changes. Thanks. |



