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Ruins...?

Submitted by pyroman on Mon, 2007-11-26 00:07. Space Empires V FAQs

Im in a game and I have found and have researched like 2 and then I have found 2 more and I have not seen anything new show up in my research tree. Do I need a certian research level in anything els to get them or is it 100% stand alone tech?

» 7 comments

Any way to get the ruins "massive etc" techs?

Submitted by BoogieMan on Mon, 2007-11-26 00:38. Space Empires V General

I'd like to check around with some of the techs you can get via ruins, like the massive planetary shields and such. the alltechs cheat doesn't appear to add these types of techs. How would one go about adding them or somesuch? Any help would be greatly appreciated.

» 9 comments

Unnamed's AI for 1.63?

Submitted by Ynglaur on Mon, 2007-11-26 09:42. Space Empires V General

I think one of the forum posts mentioned a version of Unnamed's AI mod should be out yesterday (Sunday 11/25), but I don't see it anywhere. Does anyone know where I can find it?

Thanks!

» 5 comments

Ground Combat Mod 2.12

Submitted by Brad on Mon, 2007-11-26 15:43. SE:V MODs

Just a very quick update this time.

1. Fixed - Large Bunker Mount uses correct picture
2. Updated - AI scripts and data files for SEV 1.63

The good news is that I actually saw the AI build some artillery, ground fighters etc etc.

Download the mod here and the scripts here.

I have received permission from Unnamed to attempt to adapt his most excellent AI to use the extra ground combat bits, so look for that at some point in the future.

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Most IMPORTANT early game tech.

Submitted by frvwfr2 on Mon, 2007-11-26 16:02. Space Empires V General

I know Applied Research, but what weapons etc. are very important?

» 26 comments

Intelligence Projects

Submitted by Zarsynn on Mon, 2007-11-26 16:36. Space Empires V General

Anyone know of any way to make the intel projects a bit more specific? That is, Right now they're clumped together with random actions on a successful intel 'chance' against a given empire. I'd love to mod the intel to be a bit more specific- so instead of colonies defecting randomly if you have the sabotage it's lumped in with, one could target that specifically- or research sabotage, or intel sabotage, resources, etc.

I feel they're too general right now, and it's more 'Pot Luck'- you never know exactly what you're going to get! Or even teh same thing 2 or 3 times!

I see some of the projects in the intel.txt files in Data, but some of the info (my hunch) is hard coded. What can be changed?

» read more | 5 comments
Romulus68's picture

Galdom 3: The Search for More Domination needs ONE player

Submitted by Romulus68 on Mon, 2007-11-26 16:46. Space Empires V Multiplayer

http://pbw.cc/text/index.jsp?menu=gamemenu.jsp%3fgame=5kqmas&body=gamebody.jsp%3fgame=5kqmas

Aminion Empire.

Not at war.
In great shape.
Player controlled for 30 out 32 game turns.

Starting turn 33.

V1.63 with BM 1.09pbw

» 3 comments

Unnamed AI Mod version 1.07 Available

Submitted by unnamed on Mon, 2007-11-26 18:55. Space Empires V General

Hey Everyone,

Version 1.07 is available here

It is 1.63 compatible and has a version available for FQM

Version History

Version 1.07

-Made Fighters join into fleets at warppoints (should improve fighters attacking enemies in system)
-Improved WP Defense Location selection criteria (another level of system checking)
-Some Improvements to fleet attack scripts
-Improved Fighter Designs
-Fleets guard warppoints when not doing anything else
-Added supply storage and ordinance to space stations
-Allowed AI to recognize when Intel is not allowed

» read more | 12 comments

Lists...

Submitted by Gideon on Mon, 2007-11-26 19:11. SE:V MODs

I'm trying to figure out how to make a two-dimentional array (aka list, longlist in this case).

I'll keep slugging away, but if anyone has a solution for use in the AI scripts, I would appreciate it.

» 5 comments

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