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Capturing non-combat or Max range ships

Submitted by Foresti76 on Thu, 2008-04-10 13:59. Space Empires V FAQs

So I have been running a few scenarios in the Simulator testing out Ship Capture, and it appears as though it is pretty much impossible to capture a ship that tries to run away from you, as most non-combat and ships with max range orders tend to do. The major problem I see is that the ship capture module moves to slowly to catch a ship moving at a reasonable speed 15k/s. Is this a known issue that is slated to be fixed? I looked around in the bug lists and didn't see anything on it. Are their plans to make the ship capture missile move faster?

Thanks, Forest

» 10 comments

Project Wanderers

Submitted by marhawkman on Thu, 2008-04-10 14:32. SE:V MODs

To celebrate the impending start of modding work, I'm making the thread now.

previous thread: http://www.spaceempires5.com/en-US/node/5120

Project Wanderers:
basic premise: this is a race that has evolved the ability to live in deep space away from planets entirely. This is planned as a racial ability.

Planned features:
There's only really one, the wanderer racial trait. There will however be a large number(200+?) of special techs that go with it.

The racial trait will give you access to the special techs. Also it will give you a boost to ship construction. However as a balancing characteristic, it will also drastically decrease the rate at which you can build facilities planetside.

» read more | 16 comments

Custom components and AI ship design

Submitted by mnmib1 on Thu, 2008-04-10 21:04. SE:V MODs

I am now having a problem with AI ship design and my custom components.
My new components work fine so long as I design the ship, however the AI will not place my new bridge in it's design. This leaves the ship without a bridge and leaves a requirement unfilled to complete this ship. I'm pretty sure this is in the ai design creation script, but how do I get the script to check for a bridge if no bridge check for my bridge design and then carry on with the remainder of the ship design. This would I assume apply to crew quarters, life support, etc.
Any help would be appreciated.

» 1 comment
bearclaw's picture

Unable to add new techs

Submitted by bearclaw on Thu, 2008-04-10 21:23. Bug Reports

Since upgrading to 1.71 I can no longer add or change the names of any techs in the TechArea.txt file.

I tried adding 2 new tech areas and everything looked fine except when I started a game, those 2 techs do not show. No error message when loading the mod.

As a test, I changed just the name of Physics tech area (added 'rty' to the end of the name only) and when I loaded a game, 'Physics rty' was not available. Neither was just 'Physics'.

Another test, I reloaded SEV without the patch to 1.71 and I'm fully able to add more techs or rename existing techs. Upgrade to 1.71, can't and new or rename existing techs.

» read more | 5 comments

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