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Home » news » forums » Space Empires V » Space Empires V General

Only got the game a few days ago, already my list of bugs :P (1.13)

Submitted by Fallen Haven on Sat, 2006-11-11 07:49. Space Empires V General

Well, i really like this game, i'm hooked. But it's agravating how many bugs this game has (fortunatly, few are gamebreaking, at least up until now in my games). I wish the AI was a bit more aggressive and less likely to make stupid treaty like no research or no expension...

Now, for the bugs...

One that annoy me, but is not gamebreaking is the "name bug". When i upgrade a ship, instead of putting a I it put some weird number half the time. Fortunatly, the following upgrade work fine...

Another one, more serious is the "trade bug" (unless it's due to sabotage). Every time i tryied to trade tech for another, the trade is inverted. What i was giving is given to me, and what i was wishing for is what the other get. Really frustrating. If it's due to sabotage, at least report it at such!

The next one is the annoying new tech report that keep on popping up every turn (due to an ally that try to give it) but i don't have the requirement for it. Tech trade should not attempt to give tech i can't use...

Trading/giving ressource don't seem to work. An AI kept on asking for ressources because it was crippled financially, but when i gave it and he accepted it, the ressources were never taken from my stock... And i asked 2 techs in return and the AI gave me the same tech twice! What a cheap bastard...

----------------------------

My wish list :

-Auto updating name when refiting ship. It's quite a pain to rename all thoses ships to match their new design, especially when the old ship was nothing like it's new design...

-A scout ship design. I seen the AI make thoses, but i don't have the option. I have to design it manually and not assign it any design type...

-Supply are a pain to manage. Ships can hold many times what a planet can make or store. Many times i had a fleet stuck because a whole system worth of supply could not fill 'en up. I'm ok with the ammo supply rate, but the other just never have enough. A single frigate can empty my homeworld, now think what a starbase can do...

-Speaking of supply, why not have a special starbase design made just for stockpiling supplies for ships? That would be helpful. Obviously, that kind of station would be the first to be depleted by the hungry ships and the planet won't try to fill 'em up before no other ship need it...

That's all i can think of right now. I hope the game keep on getting better!

‹ Weapon Mounts Launching Fighters ›
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Mod Designer

On the design name bug - you

Submitted by carlosjuero on Sat, 2006-11-11 08:04.

On the design name bug - you can circumvent this by adding your own designation to the name at design time (I.E. Alabama design name as Alabama I or Alabama MK I (etc)), if you edit the name in any way, or create your own name, the name upgrade with roman numerals will work fine. I always specialize certain names for ships (CV for carrier, AO for ordnance ships, etc) - I think that just adding a space to the end of the name during creation might do the same thing (I.E. Alabama" " without the quotes) I will test this today.

Supplies-> Resupply depots should be generating a certain amount of supplies per turn - I haven't noticed any problems with them to date but I will take more notice. If you research 'resupply' high enough you will get the 'Quantum Reactor' component (I think you have to research engines up there too) that will provide unlimited supplies - researching Stellar Harnessing will gain you the 'solar collector' component which will allow a ship to regenerate supplies at a set rate for each sun existing in a system.

Design Types -> RE: Scout; If I get this right you just want to make a ship that has the type of scout and the tactics of 'run away if confronted'? SE:V doesn't have a built in ability to add Design Types to running games (for players at least), you have to manually edit the DesignTypes.txt file in the Data directory. I created a program to make this easy on people, you can check it out if you like by going to http://charlesrking.net/downloads/download-se5dtedit - what it does is backup the original designtypes.txt file and allow you to add your own names to the list (like Scout, Fast Attack, whatever). I make scouts easily this way by creating a Frigate design with Max engines (12), Basic Sensors (or advanced at later stages), and lots of supply and armor. I then set the strategy for that design to 'Don't get Hurt' which will make it run away from battle as fast as possible.

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

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That was quick...

Submitted by Fallen Haven on Sat, 2006-11-11 08:17.

Hum, i'll try your trick for the name bug...

For the supply, i build lots of ressuply building and it still hard to keep my ships going, especially with the insane supply capacity ships can get with upgraded engines + upgraded cargo. I also noticed the AI also struggle with supplies. I guess i will just mod it until a more official fix come around...

I guess this game require us to mod it to make it work Sticking out tongue. Seem so as i read all the post here with all the suggestions and fix for all the games problems...

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Mod Designer

There could be a bug with

Submitted by carlosjuero on Sat, 2006-11-11 08:22.

There could be a bug with the rate that resupply depots regenerate their supply cache - I will check into some things today when I do some testing of my own

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

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Hum...

Submitted by Fallen Haven on Sat, 2006-11-11 08:48.

Maybe it's the insane capacity of ships too. If supplies where around the same as ammos, it would not be a problem to keep the ships fed. But it's not rare that a ship can hold more than 20000 supply, while a whole system cannot produce that much in a turn... And planets don't hold much either.

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Thy Reaper's picture
Mod Designer

Resupply needs balancing

Submitted by Thy Reaper on Sat, 2006-11-11 09:24.

There is a major balance issue with the resupply problem. Entire fleets can hold 200k or more supplies, but a dedicated resupply planet may only be about to output 30k-40k of supplies each turn, resulting in a massive wait time to be able to use a fleet again.

The worst part is that new ships come fully supplied, so if you make a ship that has nothing but supply storage, you can produce supplies with space yards faster than a resupply depot. I think resupply rates need increased significantly in stock.

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

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Mod Designer

Definitely need to up the

Submitted by carlosjuero on Sat, 2006-11-11 10:38.

Definitely need to up the supply rate of planets - maybe a mod could work.

An update on the ship name problem - adding a space doesn't work, you have to either type in a whole custom name, modify the original, or add your own type designator for the upgrade to properly rename ships.

-Currently subjecting multiple galaxies to the doom of conquer or
blackholes

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Rilbur's picture

Quote:Another one, more

Submitted by Rilbur on Sat, 2006-11-11 10:54.

Quote:
Another one, more serious is the "trade bug" (unless it's due to sabotage). Every time i tryied to trade tech for another, the trade is inverted. What i was giving is given to me, and what i was wishing for is what the other get. Really frustrating. If it's due to sabotage, at least report it at such!

The next one is the annoying new tech report that keep on popping up every turn (due to an ally that try to give it) but i don't have the requirement for it. Tech trade should not attempt to give tech i can't use...

Both known "bugs" unfortunatly. You actually get the correct techs, but the log is inverted for some reason.

The other one is the result of a share-techs treaty, and really sucks (also known). If it bothers you that much, try not sharing techs.

There are 10 types of people in the world:

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

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Mod Designer

Fallen Haven wrote:-Auto

Submitted by ergie272 on Sat, 2006-11-11 14:40.

Fallen Haven wrote:
-Auto updating name when refiting ship. It's quite a pain to rename all thoses ships to match their new design, especially when the old ship was nothing like it's new design...

I'm with you. Its a real pain in the #$$% rename all the ships, and but IMHO it's worst retrofit them one by one....

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I do not see the problem...

Submitted by Helker on Sat, 2006-11-11 16:20.

ergie272 wrote:
Fallen Haven wrote:
-Auto updating name when refiting ship. It's quite a pain to rename all thoses ships to match their new design, especially when the old ship was nothing like it's new design...

I'm with you. Its a real pain in the #$$% rename all the ships, and but IMHO it's worst retrofit them one by one....

I do not see the problem...

If I name my design "Hornet I", the upgrades will be automatically named "Hornet II", "Hornet III", "Hornet IV", and so on...

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We are talking about refited ships...

Submitted by Fallen Haven on Sat, 2006-11-11 16:35.

When you retrofit a ship, it keep it's old name, that's the annoying part.

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Mod Designer

I mean...

Submitted by ergie272 on Sat, 2006-11-11 16:43.

If you retrofit a ship previously constructed (say: "name Frigate I - Class Frigate I") in a space yard, it maintains the same name. It doesn't take the name of the new design, so if you don't rename it manually, problably you'll have a big mess in some turns, as the ship portrait is the same, the name is the same, but the components aren't. (that's: "name Frigate I - Class Frigate II")

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A Habbit

Submitted by evilginger on Sat, 2006-11-11 17:01.

There is a very similar Bug with the Demo its just you get the same large number after the name which resembles a UK mobile phone number. As a result of playing the demo lots before I got the game I just got into the habit of putting a mark number after the ships class name. So I did not notice the similar bug in the game until I got tired and forgot once.

One odd thing is in the demo the ships name stays the same as its original class name for example the ship Explorer I might actually be an Explorer IV class ship this happens most with scouts as I generally research sensors a lot early on and they get regular sensor refits as a result. Suspect this is deliberate and not a bug as if you do name your ships you want it to remain the same regardless of refit

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Thy Reaper's picture
Mod Designer

Possible Empire Option?

Submitted by Thy Reaper on Sat, 2006-11-11 17:05.

It might be possible to get an auto rename added as a feature, which would rename ships that don't have a custom name.

For example, you have an Explorer I and Explorer II class.
A ship named Explorer I 0001 is an Explorer I class, but you retrofit it.
It would automatically get renamed to Explorer II 0001.
However, if you named it Grand Explorer or something, it would keep that name.

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

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Mod Designer

maybe

Submitted by ergie272 on Sat, 2006-11-11 17:08.

Maybe that's it, but could be some kind of option (in game options?) to rename them according to a pattern once retrofited.

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I like the above

Submitted by evilginger on Sat, 2006-11-11 17:20.

Just to say I agree with the above comment

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Me too.

Submitted by Fallen Haven on Sat, 2006-11-11 17:48.

evilginger wrote:
Just to say I agree with the above comment

I second that.

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Gantoris's picture

Retrofit multiples...

Submitted by Gantoris on Sat, 2006-11-11 19:00.

Would be nice if you could retrofit a selection of the same ship and it gave a tick box asking if you wanted to update the names to the new design.

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I see...

Submitted by Helker on Sat, 2006-11-11 19:52.

ergie272 wrote:
If you retrofit a ship previously constructed (say: "name Frigate I - Class Frigate I") in a space yard, it maintains the same name. It doesn't take the name of the new design, so if you don't rename it manually, problably you'll have a big mess in some turns, as the ship portrait is the same, the name is the same, but the components aren't. (that's: "name Frigate I - Class Frigate II")

I see, but that was the same in Space Empires IV; therefore, it is just the way it has been implemented.

Also all ship report the class name other than the ship name. I believe that it has been implemented in such way in order to let the users name the ships as they wanted, and keep the Ship name separated from the class name. Otherwise, there would not be any reason to have two separate names (Class and ship) for each ship.

I can understand that a checkbox that would rename automatically retrofitted ships to the new class name would be helpful.

Anyway, "That's not a bug, it's a feature" Smiling

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Mod Designer

yeah

Submitted by ergie272 on Sat, 2006-11-11 20:09.

I know, but it's an annoying feature for some of us Smiling

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Rilbur's picture

Option

Submitted by Rilbur on Sat, 2006-11-11 22:32.

Thats why it should be made an option, not a mandate Laughing out loud

There are 10 types of people in the world:

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

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