archive |
Improvement to unit (mainly satellite) launchSubmitted by LordDemon on Wed, 2007-12-12 02:33.I'd like to request a feature for launching units (mostly satellites) in strategic mode. As of now, the units are launched in a circle around the launching ship/planet. This is Ok, but I'd like to be able to set the deployment distance. For example, setting the deployment distance to 80ls would deploy the satellites in circle around the ship/planet, 80 ls away from it. This would make it easier to set up planetary and warp point defenses. (instead of having to move tens or even hundreds of units manually.) This has less effect on mines (as their location is not important on strategic scale) and fighters/drones (since they move), but satellites would get a big benefit. |
All-human alliancesSubmitted by MisterBenn on Wed, 2007-12-12 09:49. Space Empires V GeneralA quickie: I know that work is going into scripting AI players to understand alliances. Are all-human alliances working properly now? Do the alliance-related things like voting on treaty proposals work correctly in a Play By Web setting? |

Shipyards upgrading.Submitted by Romulus68 on Wed, 2007-12-12 10:42. Space Empires V FAQsIf a planet has a Shipyard and its currenting being upgraded to a new "higher level shipyard" will it still repair ships and bases in orbit? |
Troop Battles kill MultiplayerSubmitted by Power Man on Wed, 2007-12-12 11:02.In a simutanieous Multiplayer game I have a large fleet that includes a troop carier. If I go back a turn and Not send in the toop ship the fleet goes in . The turn process. And the planet is killed off. I seem to recall seeing something about a combat bug that related to trying to land troops on a world that had been just killed off during the initial bombardment. I will try just sending in the troop ship with less support to see if I can invade without killing the planet. |
Supplies - are they this tough to come by?Submitted by bahzeel on Wed, 2007-12-12 11:28. Space Empires V GeneralI'm new to the game, and have a number of simple and new-to-the-game types of questions. My first is regarding supplies. I'm playing the 1.25 Demo (till after XMas - can't buy anything for myself until then I will typically have 1 Resupply Depot on one system, but have begun building 1 at every colony in a given solar system if there are active combat operations occurring in the system or a neighboring system. And I will still run out of supplies and be unable to resupply / rearm ships so that they can continue the battle. Moving a group of 10 Fighters across the solar system seems like it can eat 6 turns worth of supply creation by a Resupply Depot. » read more | 14 comments |
Transport Type Assignment...Submitted by Gideon on Wed, 2007-12-12 12:14.Try to fix the AI's internal system of assinging types to ships so that transport ships are identified correctly. |
Scout ship pathing...Submitted by Gideon on Wed, 2007-12-12 12:15.Check scout ships, and try to optimize the code they use. Also, remember to implement patrol ships, and diminish/eliminate the patrol function of scout ships. |
Small Organic and Crystalline Armor not available for Units...Submitted by Gideon on Wed, 2007-12-12 12:16.Small Organic and Crystalline Armors can not be placed on units. The attached Components.txt file should be placed in your \SE5\GameTypes\GidMod\Data directory. Copy over the file already there. This fix will be included with the next version. |
Auto launch fighters?Submitted by bahzeel on Wed, 2007-12-12 13:35. Space Empires V GeneralMy second question, hopefully very simple. I'd like to have newly built fighters reside in planet cargo where they will be out of the active ship queue, and otherwise out of the way. But I would also like them to launch automatically and immediately in defense of the planet. My one experience so far was a planet with 4 or 5 fighters that didn't launch them - leading to the destruction of the colony (and the fighters too!). Is there something easy I can do here? Satellites with weaponry on them fall into a similar category for me. I'd like to either have them all automatically launch when they get built (these satellites that is), or have them auto-launch when the bad guys come calling. Either is fine - I just don't want to have to visit every planet where I build these things each turn to launch each one individually. » read more | 4 comments |

its not working the shipsets or balaence modSubmitted by cyb3rknight on Wed, 2007-12-12 16:23. Bug Reportswell ive got the the know how know but ists not worknig at all somebody help and iv got 1.63 so its saying when i try to open anyting open/downlownd i press open and it just comes back |
Rockets on TroopsSubmitted by Grimlock on Wed, 2007-12-12 19:28. Space Empires V GeneralAm i missing something or is there any point in putting rockets on troops. I had loads of these rocket troops, then realised that they weren't getting into battle, then i looked at the component, and it can't actually fire at troops.... If they can't fire at troops whats their purpose on troops? Using V1.63 BM 1.11.. |
Balance Mod without FQMSubmitted by Non-Terrestrial on Wed, 2007-12-12 20:30. SE:V MODsHow do I use Balance Mod without FQM? About 75 percent of FQM I prefer the default over. I prefer not to use the huge stars, and do not like 90 percent of the new planet graphics... So, how do I use BM without all this? What files do I keep and what can I lose? Thanks. |

1 year later have the bugs been fixed?Submitted by Deca on Wed, 2007-12-12 22:37. Space Empires V GeneralI bought SEV a year ago, but unfortunately due to the numerous bugs quit playing it and moved on to other games; however, I kept the game in belief that with enough time & patches it would be one of the best Space 4x games. 1) Drones were badly bugged, what about now? |




), and am finding that creation of supplies (and ordnance to a lesser extent) is a real problem in my front line solar systems.