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Home » news » forums » Space Empires V » Space Empires V FAQs

Inside Outside, does it matter?

Submitted by Serondal on Tue, 2006-10-31 05:01. Space Empires V FAQs

When you are designing a ship or station ect does it make any difference if you place something inside or outside of the ship? For example, do things you place on the outside of the ship get destroyed first or are they easier to destroy? Do engines give the same kick if they are inside the ship instead of outside? Does putting something on a diffrent deck make any difference for example do items on the middle deck on the inside of the ship get destroyed after every other thing or what ? Sticking out tongue I know it seems like a silly question but I'd like to know.

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Captain Kwok's picture
Mod Designer

Decks, Inner & Outer slots

Submitted by Captain Kwok on Tue, 2006-10-31 08:34.

Decks don't matter as they are just there to provide extra slots for a ship if needed. However, outer components will be damaged before inner components.

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SirKid's picture

I do think this system needs

Submitted by SirKid on Tue, 2006-10-31 15:33.

I do think this system needs tweaking. For example almost all components can be place in both inner and outer slots. I think the placement should be more restrictive. For example engines should only be allowed in outer slots. Direct fire weapons should only be allowed in outer slots. Torpedoes could be inner and outer. I also would like to see the middle hull inter sections damaged last or at least harder to damage. After all, they are in the inner most parts of the ship.

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Mod Designer

They are.

Submitted by Phoenix-D on Tue, 2006-10-31 15:40.

They are, as long as you have other components around them to block incoming fire..

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Thy Reaper's picture
Mod Designer

Inner, Outer slots

Submitted by Thy Reaper on Tue, 2006-10-31 15:42.

It never made sense to me why you can place an engine in your inner hull. Same with weapons, though I can see how torpedo weapons could work that way. IIRC, bays are allowed in either slot, but should only be allowed on the outer hull, as they open up to space.

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Captain Kwok's picture
Mod Designer

Inner/Outer slots in Balance Mod

Submitted by Captain Kwok on Tue, 2006-10-31 18:29.

The Balance Mod restricts Weapons and Engines to outer slots.

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Bleh. I prefer being able

Submitted by Sabin Stargem on Tue, 2006-10-31 19:04.

Bleh. I prefer being able to compartmentalize everything into the inner slots if I have the slots to spare. It gives me a reason to use the multiple levels of an ship, and it appeals to my asthetics. Having my stuff being protected is good, too.

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Captain Kwok's picture
Mod Designer

No protection at all then...

Submitted by Captain Kwok on Tue, 2006-10-31 21:46.

Yeah, but if stick everything into the inner slots then you have nothing in the outer slots to take damage first... so you'll likely increase the chances that a critical component will be hit sooner.

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SirKid's picture

I could see flight bays in

Submitted by SirKid on Tue, 2006-10-31 23:04.

I could see flight bays in the inner slots as long as you had a contioious line of them to an outter slot, but that would be hard to code.

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Rilbur's picture

Innter Slot Engines

Submitted by Rilbur on Tue, 2006-10-31 23:09.

Reaction engiens obviously need to be on the outside of a hull... but what if SEIV uses non-reaction-drive engines? (E. G. I don't throw things away from me to accelerate, I just pour energy into this drive and 'magiclly' change heading)

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Noble713's picture
Mod Designer

Like the engines in

Submitted by Noble713 on Wed, 2006-11-01 01:45.

Like the engines in Starfire? It's easy to change the Inner/Outer slot requirement on a mod-by-mod and case-by-case basis.

If someone makes a B5 mod, Earth Alliance ships would have fusion engines with an Outer Hull requirement but Vree ships would have gravitic drives as I/O, for example.

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AngleWyrm's picture

Slot prerequisites

Submitted by AngleWyrm on Wed, 2006-11-01 04:52.

Captain Kwok wrote:
Yeah, but if stick everything into the inner slots then you have nothing in the outer slots to take damage first... so you'll likely increase the chances that a critical component will be hit sooner.

Balance mod currently puts all important stuff in the outer slots, so the player has to put everything else that will defend them also in the outer slots.

The inner/outer slots have become a useless, nerfed concept, because now everything is in the outer slots.

Choices must be made either by the designer or by the player. That line needs to be decided, and not crossed. If it is crossed by the player, then cries of cheese tactic and other foul play will be heard. If it is crossed by the designer, then complaints of useless clickfest will be heard.

Which is what I am doing now: Complaining that the slot requirements have made the ship design less worth doing.

If the designers wish to build ships, then just assign predesigned ships to me. Spare me the pretense of dragging a required component onto a pre-selected box.

I wanna play too. It's why I bought a game.

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Goddamn Whiners

Submitted by Drathmar on Wed, 2006-11-01 11:58.

AngleWyrm wrote:
Balance mod currently puts all important stuff in the outer slots, so the player has to put everything else that will defend them also in the outer slots.

This is most defintly not true at all, considering hte most important parts of a ship are the BRIDGE,CREW QUATERS,LIFE SUPPORT,(or Master Computer) not weapons and engines, at least from a realistic standpoint, though maybe not from a gameplay standpoint, though, losing your bridge/computer disbales your ship, or it did in seIV, havnt had it happen here yet.

AngleWyrm wrote:
The inner/outer slots have become a useless, nerfed concept, because now everything is in the outer slots.

Not really, I always have my sensors, brdige/computer, life support, crew qauters, colony modules, and all that stuff in the inner slots, with weapons and engines in the outer slots, evne before using hte balance mod.

AngleWyrm wrote:
Choices must be made either by the designer or by the player. That line needs to be decided, and not crossed. If it is crossed by the player, then cries of cheese tactic and other foul play will be heard. If it is crossed by the designer, then complaints of useless clickfest will be heard.

Are we talking about the same game here, this game was made FOR lines to be crossed, for thigns to change, and there are very few things that the designers put into the game that cannot be changed. Lines are made to be crossed.

AngleWyrm wrote:
Which is what I am doing now: Complaining that the slot requirements have made the ship design less worth doing.

Actually, its much better this way, I love it, it makes it alot more organized than it was before, and after you get use to the dragging stuff back and forth, I actually think its better than the way ships were designed in SEIV. If you don't like designing ships yourself, use a minister, or go play a diffrent game.

AngleWyrm wrote:
If the designers wish to build ships, then just assign predesigned ships to me. Spare me the pretense of dragging a required component onto a pre-selected box.

You can use a minister you know, or use the complete ship button, or whatever it is. But hey, half the fun of the game is building the ships, and why should the rest of us who like designing them, have to suffer because on little whiney lazy bit** doesnt like the whole dragging thing. I really doubt very many other people would want predesigned ships, considering that would ruin the franchise, imo.

AngleWyrm wrote:
I wanna play too. It's why I bought a game.

Then go play, instead of whining about how your don't like designing ships

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I think the new metod of

Submitted by Lastdreamer on Wed, 2006-11-01 13:36.

I think the new metod of designing ship is one of the most important change between SEIV and SEV.

I like designing new ship, also Dreadnoght and Baseship... although they're very big, it's very funny decide how place all the components. And I love too the limits on armor...

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Rilbur's picture

Hate it

Submitted by Rilbur on Wed, 2006-11-01 20:59.

Lastdreamer wrote:
And I love too the limits on armor...

There are times I hate it... I place LOTS of armor/shields on vessels, I don't want the game limiting 'em!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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yah

Submitted by DimmurWyrd on Thu, 2006-11-02 10:23.

Rilbur wrote:
Lastdreamer wrote:
And I love too the limits on armor...

There are times I hate it... I place LOTS of armor/shields on vessels, I don't want the game limiting 'em!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

I have to agree here... I always fill every armor slot and feel like I'm bein cheated lol... massive juggernaughts are my stock in trade with often only light firepower... and with the massive tech powerup capability of SE:5 weapons become FAR more effective than defenses to the point where 1 gun can blast 5 armor slots in a single shot. and the best shields possible can only take 1 full hit and 70% of a second... so defense heavy ships are almost worthless now you can't put enough armor on even though it's light due to lack of "slots" for it and shields are heavy for the protection they give. a max level polarized shield gives "around" 1708 shields yet a max level electrical discharge gun does over 1000 (how much so I am not sure since it just says 1K and I hate that) the shield weighs 40KT the gun 20KT... OUCH! hehe can we say might as well put more guns and just ignore shields? hope for first shot?

Even fighter guns are going at 300-350 damage per hit at max tech and you can stuff 5 or 6 on a fighter while maintaining max engines and armor... (not that armor is of any use on a fighter since they'll go poof in one hit from anything of equal tech anyway hehe)

anyway... atm I would like to see a mod deal with that without gutting the game to do it. Eye-wink

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Rilbur's picture

CapShips

Submitted by Rilbur on Thu, 2006-11-02 10:27.

DimmurWyrd wrote:
Rilbur wrote:
Lastdreamer wrote:
And I love too the limits on armor...
anyway... atm I would like to see a mod deal with that without gutting the game to do it. ;)

Well, I'm working on a "Capships" mod... and whiel the capships would do some pretty serious damage, I'm going to make "heavy" armor and shields with around 500KT armor (which means its structure is goign to be around 20,000 probably... gonna have to get the ratio right) and shields that produce OBSCENE amounts of regen... as well as shields-from-damage... and high emmesive ability... Of course, since they start at 10*M*Ts, they're going to be hard to make... but lets just say that taking one down is a long, hard battering match.

Of course, the mod is a long, LONG way from being finished.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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