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galliard's picture

Counting stars

Submitted by galliard on Tue, 2007-12-18 00:27. SE:V MODs

Is there a way for a ship component to use the number of stars in system in it's formulas?

I'm looking at a small mod for the solar sail, instead of giving just a flat 1 move bonus, i'm trying to give it a move bonus based on the number of stars in the system.

maybe in a weapon too.. like a solar amplifier or something..

» 2 comments

Can't Play due to Black Screen

Submitted by TimJ78A on Tue, 2007-12-18 10:29. Space Empires V General

when i start sev i get nothing but a black screen and cant do a thing, is there a way around this, someone help!

» 2 comments

Is this game patched enough to enjoy yet?

Submitted by Dizzy on Tue, 2007-12-18 13:29. Space Empires V General

The following is a hangup I'd have needed, but it's on patch 1.64 which hasnt been released yet.

8. Fixed - Fighter groups would not have the correct supplies when launched into an existing group.

So when the next patch gets put out, what's still left that's really broken? Are we left with AI that won't provide a challenge? Or has that been fixed and what else is wrong with this game?

» 17 comments

Drone targeting bug

Submitted by LordDemon on Tue, 2007-12-18 13:37.

Drones have a targeting bug: The drones won't change height, so if the targeted ship is above base level (maybe some limit) the dones won't hit i, but start to circle in it's base.

This can hamper drone operations.

inigma's picture

Repair Drones

Submitted by inigma on Tue, 2007-12-18 14:04. SE:V MODs

Is it possible to create drones with the ability to hold a repair bay, or some modification of the repair bay that would repair at a slower rate?

» 1 comment

Facility Demolition

Submitted by ironmonger on Tue, 2007-12-18 14:12. Space Empires V FAQs

Is there some way to demo your own buildings to build something else? For example, I filled one of my planets early on with mineral miners (desperately need those minerals!). Of course, now I have the Monolith factories that mine all three resources (and this large planet has surprisingly good value in all three). Is there a way to demo the mines to make way for the factories?

» 2 comments

Suggestions for either next patch of SE V or SE VI

Submitted by Gothic Knight on Tue, 2007-12-18 17:05. Space Empires V General

Here is a list of suggestions, no order what-so-ever, and of course have not read the forums, so may be either repeating others, or even beating a dead horse here:

1. System related icons (Window). I.E. Icons that show if you have a Space Yard Facility being built, it would have a greyed out icon for it present in the window showing one was being built. If you had one already built in the system, would have an active icon. Would be nice too if when you placed your cursor over the icon it stated what type. If all the system related structures where iconized in a window would make it a lot easier to tell what was going on in that system at a glance. There are quite a few facilities that affect the entire system, and no way to tell without going through each and every planet you have colonized in that system to see if you have the required *1* already somewhere or its being built.

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Is there a way to center the screen around the active hex?

Submitted by gsol69 on Tue, 2007-12-18 17:11. Space Empires V General

Is there a way to center the screen around the active hex? While using the 2D view, pressing the spacebar goes to the next unit, but I still have to locate it on the screen, as the star system display does not do this for me. Is there a shortcut key to center the screen around the active hex?

Thank you

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ekolis's picture

SE5 v1.66 Beta History

Submitted by ekolis on Tue, 2007-12-18 18:42. Space Empires V General

Some nice fixes here... I reported #2 and #3 the other day, and #5 I think has been bothering me in a PBW game (though it could be some other issue)...

Version 1.66:
1. Fixed - More AI improvements.
2. Fixed - If you received a tech level through trade or treaty, the expected benefits would not
reflect the new level on the Research window.
3. Added - Multiple upgrades of items are now condensed into single log item reports.
4. Added - Vehicle class name to the Fleet Transfer window.
5. Fixed - Combat replays would replay incorrectly if the combat took place in an asteroid field or

» read more | 7 comments

V1.63 Autosave and Turn Processing Bugs

Submitted by Gothic Knight on Tue, 2007-12-18 18:59. Bug Reports

Autosave does not seem to be working correctly. I set it to every turn and then to every other turn. And it seems to be making multiple copies of the same save. I.E. Will have Autosave 1 thru 5 with the same time index, then 6 will have a different one, then 7 to 9 will have the same time index.

Game is freezing after a few hours of play during the "Processing all player turns..." (Shouldn't that be 'Player(s)'?)

Am assuming, probably incorrectly, that it is doing so when writing those multiple copies of the Autosave.

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Autosave dupes

Submitted by Gothic Knight on Tue, 2007-12-18 19:13.

Autosave seems to be making duplicate files. Set it to both every turn and every other turn and several save files are time stamped the same. This may or may not be cause the End of Turn Processing hangs.

galliard's picture

Possibile to call variables from other abilities?

Submitted by galliard on Tue, 2007-12-18 20:30. SE:V MODs

would it be possible for a component to call a variable generated in another ability?

something like this:

component x
Ability 1
amount 1 = x
Ability 2
amount 1 = [%ability1_amount1%] * 2

I'm specificly looking at it for a solar sail mod.. making it so the solar sail gives a movement boost based on the number of stars in a system by giving it an insignificant solar supply generation of one per star, then referencing that ability amount in a movement variable, as so:

Solar Sail
Ability 1 := Solar_supply_generation
Amount 1 := 1
Ability 2 := Movement_Extra_Generation
Amount 1 := [%Ability1_Amount1%]

» read more | 1 comment
galliard's picture

can facilities have negative tonnage values?

Submitted by galliard on Tue, 2007-12-18 21:18. SE:V MODs

I'm looking at doing a sort of terraforming facility that would open up extra facility space on a planet.
what i was planning on using is a facility that has a negative tonnage, with a variable size based on level and planet size: 0 - ((Get_Planet_Size() * 100) * [%level%]) + (((1 - is_planet_domed()) * 4) * ((Get_Planet_Size() * 100) * [%level%]))

» 7 comments

Sys_Can_Colonize_Planet

Submitted by unnamed on Tue, 2007-12-18 22:37. SE:V MODs

Hey Everyone,

Currently Sys_Can_Colonize_Planet returns true even if there is a treaty preventing the computer from colonizing. Is there a simple way to check if the computer can actually colonize the planet?

Or do I need to set up a loop and check each AI if it has a colony in the system and if there is a treaty that prevents colonizing in each others systems?

Thanks

-Unnamed

» 1 comment

Sys_Get_Number_Of_Ships_With_Order

Submitted by unnamed on Tue, 2007-12-18 22:40. SE:V MODs

Hey Everyone,

It appears to me that Sys_Get_Number_Of_Ships_With_Order only checks the first order assigned to a vehicle and not the subsequent ones (either that or the function is not working properly). Anyone experienced this?

Thanks

-Unnamed

» 3 comments

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