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solar sail ideas

Submitted by solanrix on Mon, 2008-01-07 01:35. Space Empires V General

sooo just was thinking that as solar sails work by using the push of light from a star then it stands to reason that they would push harder with more stars?
or perhaps brighter or larger stars give more speed bonus.
obviosly distance would also be a factor but dont see how could mod it in except as a distance check from star at start of turn.
therefore solar sails would be nearly useless on edge of system but if doing a stellar fly-by then get big speed bonus.

» 14 comments

Galactika für Deutsche Version

Submitted by Paximperia on Mon, 2008-01-07 08:12. Space Empires V General

Entgegen allen bisherigen Meinungen,von wegen das Mod würde nicht laufen aufgrund von ASCI-ANSI Codes.Habe ich beide Parteien "Cylonen" und "Koloniale" unter der deutschen Version zum laufen gebracht.Das Problem war ein sehr viel banaleres als angenommen....

Doch eines noch vorweg

Die beiden Parteien können im hauptspiel von SE5 benutzt werden wie alle anderen Rassen....ABER aufgrund der vielen komplexeren Texturen die für die Raumschiffe verwendet werden,läuft das Game um einiges Gewönungsbedürftiger.Das heißt : wenn Raumschiffe in einem Sektor sind von den Cylonen oder Kolonialen,dauert es bis zu 1 Sec. bis das System geöffnet wird.Somit ist es also so.Wenn ein Schiff in einen Warp-Punkt fliegt und zum nächsten System springt,erscheint das Warp-geräusch und das Flaschen,aber das Schiff wird nicht in der Karte gelöscht.Und das zweite Warp-Geräusch kann unter umständen noch vor erscheinen des Neuen Systems kommen.Mit einfachen Worten:Das Game ist für solche Texturmengen nicht ausgelegt.Ich werde mich aber noch daran machen Abzuspecken und das prob zu minimieren.

» read more | 4 comments

Managing big empires - tips and tricks sought

Submitted by bahzeel on Mon, 2008-01-07 14:04. Space Empires V FAQs

I'm wondering what others think of this idea: I propose adding a section to the Space Empires Wiki designed to capture ideas for managing "big" empires. I think of this as the next phase of new player help beyond Inigma's Endturnitis Guide.

My qualifications for doing this are that I am new to the game and feel that I know nothing! However I am willing to gather the ideas, suggestions, comments from others, organize/compile them, and see that they get posted to the wiki for everybody's use.

Despite being new to the game over the last month, I have already encountered difficulties with completing turns efficiently and keeping track of all the different activities underway within my empire; that was in a small empire of about 25 spaceyards. I have no idea (now) how I would take care of an empire that can build a 100 cruiser fleet in 3-4 months, how I would get those 100 cruisers together efficiently to make them useful, and on and on. At least, do that and get more than 1 turn an hour finished, and remember turn to turn where every ship was going / what mission it was on.

» read more | 19 comments
Commander Klank's picture

Dealing with angry populations

Submitted by Commander Klank on Mon, 2008-01-07 14:14. Space Empires V General

Greetings,

I'm new to SEV and I must say I love the game. I've played a few learner games and now I'm working on my fist "serious" attempt a SEV...

It seems I'm now having problems with angry and rioting populations on several of my planets. I'm not at war and I've got tons of food and minerals in my treasury.

How do I fix this?

» 6 comments
Herode's picture

Repairing sabotaged ships does not work ?

Submitted by Herode on Mon, 2008-01-07 15:09. Bug Reports

Hi gentlemen.

The screenshot below show up a Carrier which has been damaged by an ennemy sabotage and its movement reduced to 1/1. First, I move it (slowly...) towards a planet with a space yard where the ship could be repaired. Its movement points stayed at 1/1 neverteless. Then, I upgraded it to the last design and waited for the 3-4 turns required to have its damage % back to 0. Anyway, its movement points still are 1/1...

[url=http://www.hypothese.net/jeux/SEV.01.png]
[img=http://www.hypothese.net/jeux/SEV.01.png]

» 2 comments
bearclaw's picture

Dark Nova 5 Progress

Submitted by bearclaw on Mon, 2008-01-07 15:42. SE:V MODs

Dark Nova 5 (not to be confused with Capt Kwok's Nova mod) is in full production!!

Also known as DN5 (not to be confused with DevNull mod) is well on it's way to being converted from DN4 for SEIV.

Rather than re-post things on more than one forum, you can follow this link to the discussion on se.net.

http://www.spaceempires.net/home/forum-36.html

Target date for first release is January 31st, 2008.

» 1 comment
Astorax's picture

Engineering Bays!

Submitted by Astorax on Mon, 2008-01-07 18:40. Space Empires V General

OMG, I love these things. I made an entire fleet with no maintenance costs =D

In my fleet makeup (not that you guys wouldn't already know this but it was new for me) I made a Large Freighter supply ship with lots of large supply + solar collectors and 2x supply drone modules. Since I was using supply only weapons (incinerator beams + wave motion guns) it seemed to work really well for keeping my other ships topped off but, and heres where I don't know if it was a bug or just my fleet sucking down the supplies - my 2x supply freighters gave out supplies at 2400 per turn combined, they had 2x drone supply modules each, could draw in a little over 2000 supplies via solar collectors each and lastly, had about 100,000 supplies innate. I traveled like 4-5 systems and it looked like my freighters were already half way tapped out. This was going through some of my own systems with supply depots too.

» read more | 3 comments

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