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Opinions?: Enhanced Stealth FeaturesSubmitted by Lord Shleepy on Wed, 2008-03-12 13:55. Space Empires V GeneralThe discussion on mine armor and detection made me think of something completely random: levels of stealth. To me it seems a little silly that you can put a piece of stealth armor on a quiet little 2 engine tugboat or on a fifty gun warship that is just oozing with emissions and obtain the same level of stealth. So two questions: 1) Do you think it would be possible to mod in levels of stealth on a variety of components? Ex: engines would reduce a ship's stealth level by a certain amount per engine while something like ecm might increase the stealth level slightly. That would also allow for different varieties of components - components with better stealth levels but larger size/cost or lower performance. » read more | 4 comments |
Storm reports and System Reports are inconsistent in nebulae systemsSubmitted by Celegans on Wed, 2008-03-12 19:46. Bug ReportsThis has been the case for as many versions as I can remember and is still the case in v1.66. I see in just about any nebula system that the info provided in the System Report is different than the info in the individual Storm Reports for the sectors in that system. Also, the "System Modifiers" info shown in the top left corner of the main system view area also shows different info than the System Report or the Storm Reports. This is confusing and as a result I have a difficult time avoiding damaging storms. Separately, in the sector reports, I often see the following wording: "[phenomenon] in sector [sector coords] reduces combat sensors by -x%" » read more | 5 comments |
My suggestions for SE5 (mostly to reduce file size)Submitted by Ricky_Honejasi on Wed, 2008-03-12 22:54. Space Empires V GeneralHere's my potential suggestions for SE5 and later ... *** TCP/IP : Zip compress the files before sending them I just compressed the files as a test and often the files were compressed with a 20% decreased file size. Since it is an obvious idea, I presume there were legal implications to integrate any freeware compressing software into SE5. However, it would still help considerably if you somehow can do it somehow. *** TCP/IP Game Option : Delay sending combat replays until next turn start Often, game turns in TCP/IP are prevented to be started earlier than possible. For example, the critical game data (log + game's turn) is just 1-2 megs but yet the combat replays is 10 megs big and every player is stuck to wait for it as well. |



