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Favourite Weapons Tech

Submitted by GambitUK on Wed, 2008-06-18 07:57. Space Empires V FAQs

Hey guys,

Just wondering what you did with your weapons techs? Against the AI i've always just waited out until I had Phased Polaron Beams and then teched up in them big time, using Cap. Ship missiles to buy time until I got my beams. I am worried that against humans i'll get rushed by teched up depleted uranium cannons, or energy stream/pulse weapons. What do you guys do with your early techs? Wait or get x amounts of techs and then rushing up to the hardcore weapons?

Regards,

Tom.

» 1 comment

SEIV and Linux (via Wine) Woes

Submitted by plinydogg on Wed, 2008-06-18 09:28. Space Empires IV General

I am attempting to run SEIV on Linux through Wine, a program that allows one to run Windows games on Linux machines.

The demo worked great, but I purchased the registered version via Strategy First yesterday and the game won't run because the Internet-based registration system doesn't work.

Whenever I try to run the game (se4.exe) I get an error saying "error while unpacking program, code C. Please report to author."

I attempted to get around this problem by booting into Windows and installing it there. I did this without incident (i.e., the Internet-based registration worked seamlessly) and then copied the Windows game directory over to Linux and attempted to run it. This didn't work either.

» read more | 5 comments

Log question - condensed reports ?

Submitted by gosu on Wed, 2008-06-18 12:45. Space Empires V General

Hey everyone, long time no see

Lately I've come across something interesting in the patch history:

version 1.66
3. Added - Multiple upgrades of items are now condensed into single log item reports.

My question is: How is this one supposed to work ?

I've thought that it would merge the reports:
"component x level x developed"
"component x level x+1 developed"
etc.
...into one report, but it seems to be not working. Is it just me/my pc/other causing trouble ?

PS: In the case the patch does something else - wouldn't it be nice to have all the research levels condensed into one report instead of one report per level attained ? (I'm playing in a very build-your-tech-up style, so sometimes scrolling down 70+ new component levels gets bothersome). Ok I'll stop ranting now.

» read more | 2 comments

Can't Open Mesh Files

Submitted by Evil Wayne on Wed, 2008-06-18 15:28. SE:V MODs

Okie dokie... I'm using Blender and I can't open any of the stock ship .x files. I can open 3rd-party ships fine, but not the originals. Is there something special about the stock ships? Or am I missing something? Like a part of my prefrontal cortex... Sticking out tongue

Thanks,

-w

» 4 comments

Simple Quality-of-Life suggestions

Submitted by weregamer on Wed, 2008-06-18 22:14. Space Empires V General

Many discussions of features and wish lists for the game get grandiose and blue-sky. But there are a few improvements that seem likely to be minor amounts of coding work but would really reduce small annoyances during play. I'll start off with two items I've run into that I've also seen others on the forums mention:

Probably the #1 item is remembering the range circles, etc. settings in the combat window. I'm not asking for persistence in the save game, or even in the registry or something. Just make me only have to hit F5-F6-F7-F9 once per play session.

#2 is tweaking the combat zoom handling. Specifically, split the max combat zoom from the starting one in the settings file, so we can start at a good zoom level for small battles but zoom out for big ones. Most of all, provide a way to scale the zoom speed so it doesn't take so long to get from a reasonable zoom in to a reasonable zoom out...

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Suggestion: making combat range circles more useful

Submitted by weregamer on Wed, 2008-06-18 22:31. Space Empires V General

I love the combat range circles as an idea, and even as they are they are a vital tool for many space combats. But as they are implemented, they are not as good as they could be, and I suspect that making them much better would be relatively simple as a coding task.

(Note: my comments are purely from a single-player perspective. I presume that multiplayer players will rarely have a battle where they could use tactical combat and tweak their combatant's behaviors anyway.)

Observation #1: Most ground combats do not have fighters in them. By the time the troop transport has delivered its payload, any defending fighters have pretty much always been destroyed. It took me a while to figure out that weapons platforms were getting range circles because they could attack fighters.

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