Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 3 users and 141 guests online.

Online users

  • Blubel
  • Caius
  • Vince278

Languages

  • English English
  • French French

Browse archives

« October 2008  
Mo Tu We Th Fr Sa Su
    1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 31    
Home » news » forums » Space Empires V » Space Empires V FAQs

Couple Questions

Submitted by Deamon_Knight on Thu, 2006-11-09 23:58. Space Empires V FAQs

I'm playing the demo, and I've researched Contra-Terrene engines. They claim to give 1 standard and 1 Bonus movement point, but with 12 engines I don't have 24 movement, and 6 engines dosen't give me 12. What does this component do?

I'm also confused as to why emergency movent pod can be placed on bases. They can't move, what does it do?

Leading into my next question, are there Tugs of somesort, or any way to move bases at all?

Thanks

‹ What does the option, No Warp Points do? Crash to Desktop with Dreadnoughts ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Captain Kwok's picture
Mod Designer

A couple answers...

Submitted by Captain Kwok on Fri, 2006-11-10 00:17.

That is 1 bonus movement point in addition to the 12 standard points - so 13 altogether.

Emergency Movement being allowed on bases is just one of those things overlooked.

There is no way to move bases by the player themselves - although one of the random events can.

-----

Space Empires Depot | Space Food Empires!

» login or register to post comments
Rilbur's picture

Answers

Submitted by Rilbur on Fri, 2006-11-10 00:26.

There are two types of movement (well, space movement): "regular" which adds up linearly, and "bonus" which exists if all engines are of the same type and have that ability. So if you have all contra terrene engines, you get +1 on top of the number of engines. (NOTE: This applies in stock only; some mods change a value called "engines to move" and things work differently then).

Emergency movement pod on bases sounds like a bug Laughing out loud

No, you can't move bases -- you have to build them on the spot. Just research up to tech level 10 shipyards and you get shipyard components.

There are 10 types of people in the world:

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

» login or register to post comments
Mod Designer

Third type

Submitted by Gideon on Fri, 2006-11-10 00:54.

There is a third type of movement: Combat Movement

This is a flat bonus which is applied only during combat, not during system movement. The Afterburner uses it.

» login or register to post comments

How about Scanners? This one

Submitted by Deamon_Knight on Sat, 2006-11-11 19:51.

How about Scanners? This one confuses mr too. Scanners seem to have at least two basic attributes. Range in sectors and Scanning at Level x.x. Tachyon scanners have less range than basic scanner but seem to have a higher Scanning at Level x.x . Temporal Scanners are similar, having a higher Level than Sector range compared to basic scanners, but what is the trade off?

» login or register to post comments
Mod Designer

Trade off

Submitted by Phoenix-D on Sat, 2006-11-11 20:42.

The Level is the power of the scanner. For your basic, everyday target, this doesn't matter. If the target is cloaked, though, the Level of your scanner must be higher than the Cloaking Level of the target.

» login or register to post comments

I'm Really confused on how

Submitted by Deamon_Knight on Sun, 2006-11-12 16:49.

I'm Really confused on how production works. I can't figure out why newly colonized planets have ~2000 per resource construction capacity on colonization, but building a spaceyard dosen't bump it up to 4000. How does this work, and how does pop size play into this, if at all?

» login or register to post comments
Mod Designer

Space yard

Submitted by Phoenix-D on Sun, 2006-11-12 16:58.

You get bonuses based on the population size. The Space Yard doesn't add to the base rate; it replaces it and allows you to build ships/bases.

» login or register to post comments

spaceyards doesn't increase

Submitted by aznpdn233 on Sun, 2006-11-12 17:00.

spaceyards doesn't increase production for facilities. the only way i know of so far is to increase the population of the planet. the pop adds a production bonus depending on how much pop you have on a planet

» login or register to post comments
Thy Reaper's picture
Mod Designer

Yes they do

Submitted by Thy Reaper on Sun, 2006-11-12 17:51.

Whenever I build spaceyards, I am able to build facilities much faster. Using a bug with stacks of spaceyards, I was able to build 25 high level spaceyards in under a year.

-----
With all these people, you would expect one of them to carry an iguana around...

» login or register to post comments

Multiple spaceyards, cloaking, and scanner question

Submitted by cdagnon on Sun, 2006-11-12 20:32.

When building an artifical world (Ring, Sphere) multiple Space Yards (even if a bug) is the only thing that makes sense. Build 10 and I've got 138k M/O/R build ability. Makes for short work of even the biggest worlds.

If you look at the ability tab on the planet you'll see what bonus your population gives to production.

Sensors/Cloaking is based on a "Scan Level" attribute - you need the higher value if you want to hide or to see them. Mines have an effective cloak of 5, the Cloaking item and Stealth Armor both have a MAX of 20, which the Tachyon sensor sees 21 - so the Sensors can always win - no one can stay hidden forever, if you're willing to pay the 40kT for the part.

Scanners are another topic - they allow you to see the details of ships if you are in range. There is both a scanner disruptor and armor which reduce a Scanner's effectiveness, but the game doesn't say if this is for ALL scanners or only enemy ones or enemy scanners vs all friendly ships or just the ship equiped with the scanner disruptor...

» login or register to post comments
Thy Reaper's picture
Mod Designer

For that one ship

Submitted by Thy Reaper on Sun, 2006-11-12 21:20.

Both the Scanner jammer and Scattering armor block scanners used on the equipped ship, and probably against both enemy and allied ships. The Scanner jammer's description should be reworded to make it clear it only helps the ship equipped with the jammer.

Another thing about sensors: Basic sensors ultimately lose out both in range and power to Tachyon Sensors. The only advantage the basic sensor has is its 10kT size, compared to the 40kT of the Tachyon sensors. I still go with Tachyon sensors, personally.

-----
Give me atmopshperic manipulation cannons, or give me death!

» login or register to post comments

so, you have a base

Submitted by Deamon_Knight on Mon, 2006-11-13 22:55.

so, you have a base production that can build everything that isn't starships, and the Space yard adds to this base production to build star ships? Or is the spaceyard a separate amount of production?

» login or register to post comments
Rilbur's picture

Supplant

Submitted by Rilbur on Mon, 2006-11-13 23:32.

You have a "base" construction rate, and spaceyards SUPPLANT (i. e. replace) that rate, and allow construction of space objects as well as units/facilities.

There are 10 types of people in the world:

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

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • Known SE5 v1.74 Bugs
  • Space Empires V 1.74
  • Question about armor
  • Space Empires V Deutsch

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • AI Advancing to the rear
  • ordnance shortage
  • Can't select empires at start
  • 1.33 Bug: Can't fire on Ringed planets
  • Adamant mod for SE: V
(c) Strategy First, Inc. All rights reserved.