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Astorax's picture

Bug with colonization?

Submitted by Astorax on Fri, 2008-01-11 00:41. Space Empires V General

Hey guys, I'm not sure if this is a bug with just stock 1.66 or what but it won't let me colonize planets in a colony system of another Race even though I have a treaty stating non-aggression only in non-colony systems which would imply aggression is allowed in colony systems, right? I'm assuming the game interprets colonizing an already colonized system as aggression towards the original Race residing there.

All I'm using is Unnamed Mod v108b w/FQM. I'm thinking its strictly a game bug though because I recall it happening in Devnull Mod as well which doesn't really tweak the AI beyond using the new techs etc AFAIK. Oh, and of course I'm totally patched up to 1.66 SEV.

» read more | 5 comments
Astorax's picture

Migration borking my colonies

Submitted by Astorax on Fri, 2008-01-11 02:53. Space Empires V General

I'm not sure if this is a by-product of simple Migration or a bug but I have treaties with 3 other different atmosphere breathing races that allow them to migrate to my empire. Now, I built population transports to move my pop to my atmosphere type planets only after they had migrated there so I could benefit from increased facility space etc. Well, after I offload my pop and drop them on another world and start to go to the next one I'll check back to that planet (after a couple/few turns) and find 1-3m of my pop back on it again, making it a domed colony AGAIN. I checked my freighter and it could hold way more pop than it picked up originally so it wasn't a matter of just running out of space on the transport. What I'm thinking is that my own people are migrating back to that planet, screwing it over and re-dome'ing it.

» read more | 10 comments

Strategy "Target Type" not working 1.66 BM 1.12

Submitted by rahlubenru on Fri, 2008-01-11 12:51. Space Empires V General

Not sure what the cause is but I created some basic fighters, engines, afterburners, combat sensors, small anti proton beam, cockpit, life support and some armour.
Now obviously, the use for these was going to be to target other units first and foremost, so I put all the units at the top of the target type list, applied this new strategy as the default for these fighters, filled two carriers (on opposing teams) with them and launched the combat sim. The fighters then proceeded to completely ignore the other figthers (exept for firing on a fly by) and head straight for the carriers.
Even when I set *all* the targetting priority order fields to "Target Type" the fighters act in the same way.

» read more | 3 comments

Meeting new empires with a rebel ship

Submitted by zemnar on Fri, 2008-01-11 14:48. Space Empires V General

Here's another question about the effects of intel. I have a ship I just "persuaded" to join my empire from an enemy empire. It's in an isolated location of the universe and has 3-4 other empires in the system which I never met before.

I realized that it never intrduced me to the new empires, nor do they show up in the communications or intel windows... I thought maybe this was because the ownership of the ship just changed "over night" and the diplomacy routines didn't pick it up. So I left the system and then came back, thinking "now it HAS to see the new empires..." Nope.

The only way I was able to get the new empires to show in my comms and intel screens was to warp in a ship that was "always" owned by me... This worked immediately.

» read more | 3 comments
ekolis's picture

Mod Idea: Exponential Rewards

Submitted by ekolis on Fri, 2008-01-11 15:43. SE:V MODs

So I was discussing with one of my coworkers as we carpooled to work this morning the problems with strategy games - namely, that "expand while possible, then attack" is the optimal strategy for SE, MOO, Civ, etc. We came up with a couple ideas for how to make the game more interesting for players who prefer to expand in other, less obvious ways than "across the universe" (e.g. expanding via developing ungodly amounts of technology, or expanding via developing your colonies to ridiculous levels), and Sandy came up with this really great idea that almost seems counterintuitive...

Exponential rewards!

» read more | 22 comments

Fighters -- the ultimate SE5 weapon in Stock or BM =(

Submitted by Mifely on Fri, 2008-01-11 16:53. Space Empires V General

I recently switched to playing nothing but BalanceMod, since I have, for a long while been upset with the fact that fighters are, more or less, unstoppable as the most effective way to spend your military budget in SE5.

The only defense against fighters in Stock SE5 is... fighters. He/She who has the best and/or most fighters.. wins. This imbalance works directly against the custom tech profile of each player, essentially aligning all eventual competitors for victory in the same part of the tech tree.

I was hoping that BM would solve this issue... and it did to some degree, but not even close to completely.

» read more | 88 comments

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