archive |

How do you delete a waypoint?Submitted by inigma on Fri, 2007-11-23 00:52. Space Empires V GeneralI know how to set a waypoint, now how does one delete the waypoint? I couldn't find it in the manual. |
Mod for SE IV anything for V ?Submitted by Isdahl on Fri, 2007-11-23 09:14. Space Empires V GeneralI used to have a mod for SE 4, that gave u more options for create/edit ship unit/types. Instead of having 20 defense ship types, i could choose from.....exp: Escort, scout, point def, etc. I still have it installed on my SE4, was curious if anything like this was out for SE5, or if it could be set with more choices, or maybe an idea for a future mod?. to be honest, i'm tired or classifying anything other then an attackship as a defense ship, or going thru renaming all my capships just to identify them. Isdahl |
Total Noob Question...Submitted by AerionIstari on Fri, 2007-11-23 09:14. Space Empires V GeneralI know I must be missing something really obvious, BUT... How can I give a ship a movement order to a place in a different system? So far the only thing I've figured out is to "move to" a warp point and warp, then "move to" the next warp point in the new system. There HAS to be an easier way!! |

QuestionSubmitted by Netra on Fri, 2007-11-23 13:12. SE:V MODsI was wondering if it is possible to have facilities that can store population like cargo facilities eg. "Population Housing" because what i would like to do is drop the max population on planets and have it where you have to build these "Population Housing" facilities in order to increase your population on that planet opening the need to have actual Residental Worlds and what not. Thus i was wondering if it can be done? |
Economics and Industry...Submitted by Gideon on Fri, 2007-11-23 14:12. Space Empires V GeneralI have to say, I both love and hate the economic system in the Space Empires series. I love that its simplified nature eliminates complex and convoluted concepts of exchange rates, taxes, stock options, etc. One race's concept of economic activity may be very different than another's, but both agree that it takes a certain ammount of raw materials to do things. On the other hand, I hate its simplified nature. To me, it seems too simplified. Sure, a mineral is a mineral, but some minerals ARE more useful than others. This is very slightly simulated by the resource values of planets. I like the planetary resource value system, as it is abstract, but not TOO abstract. » read more | 19 comments |
Trouble upgrading a PBW game to BM 1.09pbwSubmitted by Gusset on Fri, 2007-11-23 15:24. Space Empires V MultiplayerTwo player game. We've been playing SEV version 1.35, BM 1.08, up until the latest turn. We had the PBW admins upgrade us to SEV 1.58/BM 1.09pbw, and we both submitted our turns under the old versions. I unzipped the BM 1.09pbs zip file, and let it overwrite the existing files in the BM 1.05+ directory. The subsequent turn file, when highlighted in the "Load Game" menu of SEV, indicates SEV 1.58 and BM version 1.05. However upon loading, I got the error message indicating that the data files I have do not match the data files the game was created with. Then, I tried completely deleting the BM directory and just doing a fresh unzipping of the BM 1.09pbw zip file. Now, when I try to load the game, it flat out just says it cannot load the .gam file. » read more | 2 comments |

Is it possible?Submitted by Netra on Fri, 2007-11-23 18:32. SE:V MODsSense no one even looked at my question here it is again. "I was wondering if it is possible to have facilities that can store population like cargo facilities eg. "Population Housing" because what i would like to do is drop the max population on planets and have it where you have to build these "Population Housing" facilities in order to increase your population on that planet opening the need to have actual Residental Worlds and what not. Thus i was wondering if it can be done?" |

SuggestionSubmitted by Netra on Fri, 2007-11-23 18:41. Website RelatedI suggest listing the latest version of a game that a Mod uses. I get tired of downloading a mod to find out it is incompatible with the latest patch of SE V and what not. |
GidMod, future concept: Planet Development.Submitted by Gideon on Fri, 2007-11-23 18:58. SE:V MODsI am considering drasticly changing how planets are developed under my mod (and only under my mod, this probably isn't appropriate for the stock game). In a nutshell, planets would have reduced population, facility, and cargo space than they currently have now. Players (and the AI) would build facilities, each increasing a planet's facility, population, and cargo space (depending on the facility type). We already have one for increasing cargo space in the stock game. There would be possibly one or two new tech areas to cover the new facilities. The question is: Is this something the player community is interested in, or would this just over-complicate my mod? » read more | 23 comments |



