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Space Yard Component

Submitted by airborne on Sun, 2007-12-30 05:48. Space Empires V FAQs

Hello, I am a New Player of SEV and I get a lot of information on this kind of forums. Thanks.
I have a doubt about the Space Yard Facility and the Space Yard Component. Are they the same thing?
How can I get Space Yard components to put it on my Bases?
Can I construct ships on this bases?
Thanks for the answers.

» 15 comments

[SE5 v1.63german]

Submitted by Izanagi on Sun, 2007-12-30 07:35. Bug Reports

In the German localisation Biotechnologie is used as main and as a subtechtree. The main techtree has 2 techlevel and the subtechtree of Biotechnologie has 100.
The bug is, the technologie of the the subtechtree is linked to the main techtree and ended therefore with techlevel 2 instead of 100 in the subtechtree.

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Romulus68's picture

Devnull v1.66 released!

Submitted by Romulus68 on Sun, 2007-12-30 10:56. SE:V MODs

Download here (bottom of Page): Download

REQUIRES Fryons Multi-media Pack to be installed.

================================================================ Version History - DevnullMod for Space Empires V ================================================================

Note: 1.66.1 will hopefully have a modified set of AI scripts to deal with all the changes. For now, I'm including the AI
from Balance Mod 1.11 until I get a chance to delve into the arcane mysteries of the AI scripts and modify them for DevnullMod.

» read more | 16 comments

Adding Empires To Games

Submitted by unnamed on Sun, 2007-12-30 22:51. Space Empires V General

Hey Everyone,

I'm wondering what the what most common game types used by everyone; in terms of research points and racial points. I'm creating a pack of saved empires for a couple of the most common configs. This way people can add specific races to their games on start up (like in SE4). Right now I have no tech, 2000 racial points (available thru the link below). Let me know what everyone wants and I'll add them over the next couple of weeks.

http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod

-Unnamed

» 3 comments
Deathstalker's picture

Does this work? (am I doing this right?)

Submitted by Deathstalker on Sun, 2007-12-30 23:18. Space Empires V General

Quote:
Ok, I'm fiddling around with the IRM mod and trying to make a 'volume of fire' advantage for ships with huge amounts of guns. This is what I am doing: (example) Weapon Space To Hit Modifier Formula---:= ((Get_Design_Specific_Component_Count("Depleted Uranium Cannon")) + 1) - ((([%Range%] - 40) ^ 2) ^ 0.4)---- Does this work? So far in the game I can't see anything change after adding 5 or 10 DUC's to a ship. Is it actually doing something and just not showing me the 'numbers' when I look at the design or right click the component? (ie, numbers changing 'in behind' the actual status screens).

» read more | 5 comments

Phased vs Regular Shields?

Submitted by Zarsynn on Sun, 2007-12-30 23:58. Space Empires V General

Hi All-
I typically research and outfit newer model ships with phased shields when they become available and just noticed something odd. Curious if anyone else has this issue or if I'm just lucky/broke something.

I just had a situation where a ship with phased shields and phased shields only (with normal armor) were blasted to pieces by fighters using anti-proton lasers. I had thought Phased Shields block Anti-proton beams and Meson blasters. Am I wrong in this? I looked at damage types and shield levels etc, but don't seem to see what weapon type is declared regular (normal?) vs Phased (Skips normal shields) except in the components.txt file.

» read more | 7 comments

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