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A few questions on drones

Submitted by Isdahl on Thu, 2008-01-10 00:26. Space Empires V General

I want to invade a nieghboring system, but the warp point is guarded by some 120+ fighters, i have plenty of ships in the invading force w/carriers (70% of the fleet is made up of Escort ships full of PD components), but i want to soften up the warp point with a drone attack first.

1) When u make drones, and they are created, does the drone strategy have to be set, or is it automatic?

2) If it does have to be set, do i set it for Drone attack, Fighter attack or Kamakazi?

3) Can you make drones to just attack fighters? Or set them for fighter priority on targeting? And if so, exactly where do i do this at? (Please be specific old man here lol).

» read more | 4 comments

A few questions about Troops and Invasion

Submitted by Isdahl on Thu, 2008-01-10 00:41. Space Empires V General

I want to invade an enemy homeworld, (this will be my first ever troop invasion) normally i just make everything into glass, then re-colonize the planet. But i want to save time on building facilities, so i'm assuming that is the purpose of troop invasion, is to take the planet without destroying everything on it. I want to bombard the planet, drop troops then give fighter support, how do i do this?

1) Do i bring my warships in to soften up the planet defense's first, or do i just assualt the planet and hope the troop transports survive long enough to deliver the troops?

2) If i need to soften up the invasion site, how do i do this without destroying the entire planet first?

» read more | 21 comments
Astorax's picture

Question concerning Crystalline Armor

Submitted by Astorax on Thu, 2008-01-10 04:42. Space Empires V General

Ok, for this game I'm running just Unnamed Mod w/FQM (if that has any bearing on it) and was wondering:

If you are using Crystalline Armor on your ships and you do not have any shields, i.e.- no shield generator components, will the armor still give you shields? I remember someone once saying it just modifies your existing shield number but if you don't have nay to begin with is this ability just wasted?

» 6 comments
Faithful's picture

Captain Kwok a Question for You

Submitted by Faithful on Thu, 2008-01-10 07:27. Space Empires V General

Captain Kwok, I know you are less active in the forums then you use to be, but I was wondering about future patches.

I do not expect some firm answer, but if you had to guess how many more patches do you think SEV will see? Or maybe a better question where do you think the patch version will stop (e.g. 1.95)?

Thanks for any insight you can give and I will not hold you to anything you say in any future posting.

Faithful

» 4 comments

Saving & Documenting Modders Knowledge/Experience

Submitted by unnamed on Thu, 2008-01-10 12:10. SE:V MODs

Hey Everyone,

As some modders have found, not every function is described with as much detail, in the modding and scripting manuals, as might be desired. So I have started posting my experiences with various functions on the AI Script Editing Wiki Page. (link below - under 'Additional Information on Functions').

http://wiki.spaceempires.net/index.php/AI_and_Script_Editing_%28SEV%29

I think it would be very helpful for everyone if all modders added their experiences to this list so that a kind of knowledge database can be built. Thanks.

-Unnamed

» 2 comments
SirKid's picture

Mod Feaver

Submitted by SirKid on Thu, 2008-01-10 14:02. Space Empires V General

Ok, I got unnamed AI and the FQM mods to work now I'm looking for some new ship sets to upgrade the game graphics. Does anyone have links to some cool ship sets that will work with the above mods?

» 11 comments

Tutorial: Adding new units (long)

Submitted by Brad on Thu, 2008-01-10 16:40. SE:V MODs

Introduction
============

This guide is intended for modders who wish to add a new hull to their games. It is primarily written with a new Unit type in mind, although with some extrapolation it works just as well for new ship sizes if you skip a couple of steps.

This guide is written primarily with newbie modders in mind so there is a fair amount of step-by-step processing that more experienced modders should be able to skim through quickly. I recommend that you look up all the fields referenced in the following text in the modding docs provided by Malfador Machinations.

Getting Started

» read more | 2 comments

Infuriating Problem

Submitted by apw2 on Thu, 2008-01-10 19:37. Space Empires V General

Following recent advise i installed unnamed's latest AI improvement mod, but i've had a big problem with it. At first it runs perfectly, the computer seems much smarter and is actually playing better than i am. But my problem is this:

I know that with the improved AI the computer will take longer each turn per AI empire, its about 5 times longer, but this i don't mind. What my problem is that at some point early on in the game, once i've ended my turn and i am waiting for the computer to finish moving his own empires, at some point, when it starts the turn of one of the AI empires, the game will simply freeze. First time it did this it was when i had 18 computer empires in the game, originally i thought it was because i had too many players, so i reduced the number to 8 computer empires, yet the same thing is still happening!

» read more | 22 comments

Invalid floating point operation

Submitted by CP1985 on Thu, 2008-01-10 22:20. SE:V MODs

Hi guys, I'm building a mod from scratch and keep getting this error while testing my progress in game so far.

Whenever I try to click on research to bring up the tech areas - the game crashes with an Invalid floating point operation. I cant begin to figure out what is causing it. The error doesn't occur when I type in alltech cheat. However components are missing that shouldnt be when I view alltech. Maybe comeone can take a look at my tech areas file or have any ideas?

» 5 comments

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