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planet attacking noob

Submitted by Zodgrod on Fri, 2008-02-15 08:38. Space Empires V General

Hey guys,
In a simultaneous turn multi-player game, I am attacking a small AI colony with about 4 weapon platforms on it. I have 4 frigates in a fleet; some ships have depleted uranium cannons and some with cap ship missiles. Every turn I watch the report and the ships just sit there and do nothing. One or 2 of them literally sit and spin. The ships with cannons are on the stock short range strategy while the missile ships are on max range strategy. The fleet as a whole is on max range strategy. Does anyone have any idea how to debug this?
Thanks!
James

» 9 comments
Romulus68's picture

Space Dock suggestion

Submitted by Romulus68 on Fri, 2008-02-15 12:08. SE:V MODs

New Base type.

We have the current Space Stations with the options of adding enclosed shipyards within them. We need one of the more open 'Space Docks' that the ship can be seen through as it looks like arms wrapping around the ship.

Example: Space Dock from Star Trek

Is there a picture for this in the Multi-Media package?

I left the crew and life support requirements the same to represent the construction workers needs.
Lowered the construction base mineral cost, lowered maintenance reduction to 75% and require 80% of the hull to be cargo (Shipyards count as cargo).

» read more | 7 comments

Strategies - Retreat When Settings , Enemy X of our Strength not working.

Submitted by Hexxon on Fri, 2008-02-15 14:53.

Retreat When, Settings:

Enemy 50%- 300% of our strength not working.
To replicate: Set Don't Get Hurt : an Attacking/Defending Strategy to Enemy 100% of our strength.
Make frigate with a few weapons, default Strat to Don't Get Hurt. Make it fight against 1 single enemy fighter. Your Frigate will run away.

Retreat shall cost more movement points

Submitted by Rollo007 on Fri, 2008-02-15 15:20. Space Empires V General

I often had the situation in a combat that the oponent's ships were damaged, but not destroyed. Then the oponent's ships retreated. That is OK, but then the nuisance starts. When I try to attack such a retreated ship again, it retreats again in the next combat. This happens again and again, until the movement points of my ship or the oponent's one are exhausted.

That is really bothersome and takes a lot of combat turns and time.

In my opinion, it would be better to reduce the number of possible retreats per turn. For example to increase the movement costs for retreating from one to two movement points. The rationale behind this could be that it costs a lot of energy to escape from combat.

» read more | 5 comments

Display older components

Submitted by Rollo007 on Fri, 2008-02-15 15:23. Space Empires V General

Does anybody know how to display older components or ship hulls. Sometimes I would like to inspect those components e.g. to compare them with my newest ones.

This is possible in SE IV. Can I also do it in SE V?

» 5 comments

Fleet maneuver is too stupid

Submitted by Rollo007 on Fri, 2008-02-15 15:36. Space Empires V General

In combat I often have the situation that my fleet moves towards the enemy ships. When my strategy is not to come too close to the opponent, I have to turn my fleet by 180° and move to the oposite direction. This works fine with the fleet leader, but not with the other fleet members. The more ships I have in a fleet, the larger is the curve that the other members make for the 180° maneuver. That's really bothersome as then they easily come into the range of the enemy's weappons range and will be detroyed.

The stupid behaviour of the fleet members is not necessary, as we are in a 3-D world! The fleet members could also turn 180° at their current location as the leader does. OK, the orientation of the members has been changed (left side is now right one), but who cares? The formations are usually symetrical, so it does not really makes a big difference whether a ship is on the right or left side of the leader.

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bearclaw's picture

Dark Nova 5.04

Submitted by bearclaw on Fri, 2008-02-15 15:55. SE:V MODs

Almost there with the next version. The main point of this version is to finish off troops and ground combat, or at least a first draft of it. Plus some bug fixes and a few other tweaks. Here's the fix list for what is completed but there still will be a couple of other things yet to get in place before release.

-v5.04
Added- Cargo Tank (x5), Cargo Hold (x2.5), Cargo Compartment (x0.5) and Cargo Space (x0.1) components. (modifier off stock Cargo Bay).
Added- Huge Suppy Storage (x8 ), Large Supply Storage (x4), Medium Supply Storage (x2), Tiny Supply Storage (x0.2) components. (modifire off stock Supply Storage).

» read more | 6 comments

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