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Realistic end games tech levels?

Submitted by SpaceAndy on Fri, 2007-12-28 10:44. Space Empires V General

Hi all,

i've just build my first sphere world - after about 40 turns to defeat all AI players but two, which are trapped in two isolated, mine-blocked systems, and about 200 more turns to research the necessary levels in stellar manipulation (1.66 stock), i wonder...

What is the highest technological level you have reached in games that you actually tried to win quickly without delaying your victory?
(Multiplayer or AI, mod?)

Somehow, my games tend to be decided by fregattes with level 10 depleted uranium canons, at most by cruisers with lvl 10 meson blasters and lvl 10 shields....

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ekolis's picture

Cosmic Corruption Mod?

Submitted by ekolis on Fri, 2007-12-28 11:43. SE:V MODs

http://www.spaceciv.com/forum/thread.php?postid=16231#post16231

So I was reading this thread on the SpaceCiv forum, and I thought, "dude, that would be a great idea for an SE5 mod!"

So you set up a custom map or quadrant type with a bunch of systems clustered in the middle where players start and extra systems spread out near the edge. One system is in the middle, and it is the "corrupted" system, containing the remnants of a supernova. Call it "The One Ring" (LOTR), or "Phaaze" (Metroid), or "Mutara" (Star Trek), or "Solaris" (Plan 9 from Outer Space), or "Unimatrix Zero" (Star Trek again) or whatever you want, but this system has a "curse" on it: it is scripted so that every twenty-five (or whatever number) turns, all systems adjacent to it via a warp point become "corrupted" as well - their stars detonate.

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Henk Brouwer's picture

Neutral pack 1.20. Now adds four new neutral races

Submitted by Henk Brouwer on Fri, 2007-12-28 15:43. SE:V MODs

A new version of the neutral pack is available.

This addon adds four new neutral races to your games of SEV, if you don't play with neutrals, it gives four more race portraits to choose from. I tried to draw them in the same style as the SEV races, and tried to make them look alien, there are far too many humanoids out there already.

For discussion of the mod and a couple of screenshots, visit this thread over at shrapnel:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=491316&page=0&view=collapsed&sb=5&o=&fpart=1

The mod itself is downloadable from
download Neutral Pack 1.20

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ekolis's picture

Determining system types in script?

Submitted by ekolis on Fri, 2007-12-28 22:34. SE:V MODs

I want to make Basic Sensors grant bonus research points to Astronomy and Biology in black-hole and organic-infestation systems respectively, but I can't seem to find the script function to determine a system's type. Is there such a function or am I on a wild goose chase?
Thanks! Smiling

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ekolis's picture

No script function to get abilities? WTF?!?

Submitted by ekolis on Fri, 2007-12-28 22:49. SE:V MODs

Geez, you'd think there would be a script function for something as basic as "get the ability amounts of some ability on a space object"... am I stupid or something, or did Aaron actually forget to put that in???

» 4 comments

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