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

Mechanoid Plague Bug

Submitted by Omnius on Wed, 2006-11-15 10:50. Space Empires V General

Last night I was playing with my Mechanoid race and on one turn I got hit by a level 2 plague. Isn't the Mechanoid race trait supposed to give immunity from plagues? Plus I had a medical lab on the same planet capable of curing level 2 plagues! The plague came from a random event as there were no enemy anywhere near that system and the one neutral race I had contact with I was at peace with and I had way better intel. Please fix this so that the Mechanoid race trait works properly to prevent plagues from any source.
Omnius

‹ Hello! Some questions that will decide whether or not I buy SE V at this time. _texture_ship_bmp and _fleet.bmp not loading on custom sets ›
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Rilbur's picture

Effect

Submitted by Rilbur on Wed, 2006-11-15 23:16.

Did the plague actually harm the populace?

There are 10 types of people in the world:

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

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When I read that, I

Submitted by Redbull102 on Thu, 2006-11-16 01:40.

When I read that, I remembered an old scifi story, maybe one written by Lem, where a complete mechanoid civ was destroyed by a simple plague, called the white knight. They were all killed by mould. ( Hope mould is correct, if not, I meant "Schimmel" ( german word ))

Redbull102

Edit : I do not think, that your planets should not be able to be infected with plagues. Because even if you play with a mechanoid race, there could be other races on the planet. So you should just look, if your people were dying because of it.

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Rilbur's picture

Mould

Submitted by Rilbur on Thu, 2006-11-16 10:10.

Mould would be to shape something... do you mean "Mold" as in a very low level life form known to cause irritation and illness?

There are 10 types of people in the world:

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

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largedarryl's picture

I may be really off here,

Submitted by largedarryl on Thu, 2006-11-16 10:51.

I may be really off here, but I thought when you selected the your race and you spent your racial points you also need to select mechanoid race(not just the mechanoid type checkbox when you pick you racial picture and name). And also I thought the mechanoid type was only immune to level 1 plagues.

Note: This info may need to be verified because I am trying to recall all this from memory.

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I tried the google

Submitted by Redbull102 on Thu, 2006-11-16 13:04.

My german-english book said me Schimmel = Mould ( Mold US )
So I tried the google translator again.
Schimmel -> Mould ... hm but then I had an idea -> I entered Schimmelpilz -> Mold fungus
Schimmel = Schimmelpilz ( german )
Schimmel ( german ) = white horse or Mold fungus
So I hope Mold fungus will be right, because a fungus was it in the story.

@Largedarryl
from the txt :

Name := Mechanoids
Picture Number := 0
Racial Cost := 1000
Number Of Abilities := 1
Ability 1 Type := Race - Not effected by plagues
Ability 1 Description := Race is not effected by plagues.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0
Number Of Requirements := 0

Racial Points counts only for your race, that is why we are asking if your people of your race died on the planet. Mechanoid does not mean your planets are imune to plagues, only your people should be imune.
And an other easy mistake : Medical center level 2 will not cure a level 2 plague. A level 10 or 11 will cure a level 2 plague. It is like level 1-10 for plague level 1, level 11-20 for plague level 2, level 21 -30 for level 3.... Only Ship modules will cure plagues on their level. Just look closely on your modules and facilities.

Redbull102

Edit:

Facilities.txt

Name := Medical Lab
Description := A facility dedicated to curing disease and improving the lifespan of your citizens.
Facility Group := Resource Extraction
XFile Class Name := Medical Lab
Picture Number := 10
Maximum Level := 49
Tonnage Space Taken Formula := 1000
Tonnage Structure Formula := 1000 + (([%Level%] - 1) * 20)
Cost Minerals Formula := 10000 + (([%Level%] - 1) * 150)
Cost Organics Formula := 5000 + (([%Level%] - 1) * 50)
Cost Radioactives Formula := 5000 + (([%Level%] - 1) * 50)
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Medical Treatment.
Requirement 1 Formula := Get_Empire_Tech_Level("Medical Treatment") >= (1 + ([%Level%] - 1))
Number of Abilities := 2
Ability 1 Type := Plague Prevention
Ability 1 Description := Prevents level [%Amount1%] plagues in this system.
Ability 1 Scope := System - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := trunc(([%Level%] / 10) + 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Planet Population Reproduction
Ability 2 Description := Populations in this system will reproduce [%Amount1%]% faster (only 1 facility per system effective).
Ability 2 Scope := System - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0.1 + ([%Level%] * 0.1)
Ability 2 Amount 2 Formula := 0

It is 1 + level : 10 ->
Level 1 :It will cure level 1.1 plagues,
level 2 :It will cure level 1.2 plagues,...

Now the components.txt

Name := Medical Bay
Description := Medical bay which can cure plagues on planets.
Picture Number := 32
Maximum Level := 10
Tonnage Space Taken Formula := 20
Tonnage Structure Formula := 20
Cost Minerals Formula := 200 + (([%Level%] - 1) * 2)
Cost Organics Formula := 100 + (([%Level%] - 1) * 1)
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Miscellaneous
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Medical Treatment.
Requirement 1 Formula := Get_Empire_Tech_Level("Medical Treatment") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Medical Bay
Ability 1 Description := Cures level [%Amount1%] plagues.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Weapon Type := None

It will cure level 1 + level -1 palgues ->
Level 1 : Will cure level 1 plague
level 2 : Will cure level 2 plague
...

That is why I have always a med bay on my space stations.

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largedarryl's picture

Thanks for the correction

Submitted by largedarryl on Thu, 2006-11-16 13:12.

Thanks for the correction about the mechanoid racial trait.

One of the things I probably didn't explain very well is that you create your own custom race, you can make the race mechanoid, but in order to have the immunity to plague you need to spend racial point ability points on that racial ability. (I still don't know if that makes sense)

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Rilbur's picture

"Flavor Text"

Submitted by Rilbur on Thu, 2006-11-16 13:19.

The place where you name your race as humanoid, felinoid, mechanoid, etc is just "flavor text" with no gameplay effects. IIRC, you can type in "Nerdoid" if you wanted to... or "Leeroy Jenkinoid".

There are 10 types of people in the world:

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

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Lol Leeroy Jenkins Have

Submitted by Redbull102 on Thu, 2006-11-16 14:03.

Lol

Leeroy Jenkins

Have the fan video somewhere on my hd.

Redbull102

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RogerN's picture

Mould vs. Mold

Submitted by RogerN on Thu, 2006-11-16 14:05.

FYI, "Mould" and "Mold" are the exact same word with different spellings. The "Mould" form is the British spelling (those silly Brits like to add superfluous u's to everything).

The word has multiple meanings which are determined by context rather than spelling. It can mean a type of fungus. It can also mean "to shape", etc...

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Thanks for the infos about

Submitted by Redbull102 on Thu, 2006-11-16 14:55.

Thanks for the infos about mould and mold, makes it a lot clearer now for me.

Redbull102

Edit found the story

Book : Stanislaw Lem - Robotermärchen ~ Robot Tales ( google : Robot fairy tale )
Storyname : Der weiße Tod - the white death

In the book are a lot of short stories about Robots. The white Death begins on page 55 and ends on page 61.

Searched Amazon.com for the english book name, did not find it. Hoped I could point you to it, Lem wrote some great stories. If you have not read fiasco or the invincible you should give it a try. Solaris is great too ( the book not the movie ), or Golem.

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Didn't Check Population

Submitted by Omnius on Sun, 2006-11-19 09:37.

I actually did spend the racial points on the Mechanoid Race which was why I was suprised that I saw a plague on one of my planets. I just restored my saved game so I didn't check to see if my population got decreased. If it happens again I'll have to doublecheck if it affects a mechanoid population. I like the new Medical Lab item and build them in every system to boost population growth.
Omnius

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Rilbur's picture

Medical Labs

Submitted by Rilbur on Sun, 2006-11-19 10:25.

Don't forget, medical labs and the like only CURE, not prevent, plagues.

There are 10 types of people in the world:

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

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Medical Labs Prevent Plagues

Submitted by Omnius on Sun, 2006-11-19 17:36.

Rilbur wrote:
Don't forget, medical labs and the like only CURE, not prevent, plagues.

Rilbur,
Actually you're wrong. Medical Labs, which can be built on planets, "prevent" plagues. Medical Bays, which can be built on ships and bases, "cures" plagues on planets.
Omnius

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Rilbur's picture

Wooops, stupid me

Submitted by Rilbur on Sun, 2006-11-19 22:49.

Omnius wrote:
Rilbur wrote:
Don't forget, medical labs and the like only CURE, not prevent, plagues.

Rilbur,
Actually you're wrong. Medical Labs, which can be built on planets, "prevent" plagues. Medical Bays, which can be built on ships and bases, "cures" plagues on planets.
Omnius

... Wow, I REALLY need to pay more attention. I coulda SWORN both of them only cured...

maybe its one of the (many) SEIV->SEV changes I've missed.

There are 10 types of people in the world:

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

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Keeping Up with the Changes

Submitted by Omnius on Mon, 2006-11-20 09:47.

Rilbur wrote:
... Wow, I REALLY need to pay more attention. I coulda SWORN both of them only cured... maybe its one of the (many) SEIV->SEV changes I've missed.

Rilbur,
When you mentioned they only cured I actually went back into a game and doublechecked. I do like the new medical lab as it not only prevents plagues but it gives a population boost. It's a system-wide facility so only one needed per system.

One thing I do now realize was that I had a medical lab in system that prevented level two plagues and that level two plague that occurred shouldn't have since I had the requisite medical lab capable of preventing that plague in the first place. I'm now wondering if there isn't a bug in the medical lab facility capability that is being overridden by random events?

Isn't it fun trying to figure out the differences between SE4 and SE5? I can't wait to test drive the solar sail now that it's reported fixed.
Omnius

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Rilbur's picture

lol

Submitted by Rilbur on Mon, 2006-11-20 10:25.

Omnius wrote:
Rilbur wrote:
... Wow, I REALLY need to pay more attention. I coulda SWORN both of them only cured... maybe its one of the (many) SEIV->SEV changes I've missed.

Rilbur,
When you mentioned they only cured I actually went back into a game and doublechecked. I do like the new medical lab as it not only prevents plagues but it gives a population boost. It's a system-wide facility so only one needed per system.

Oh, I believe you omnius! I'm just embarrased I didn't catch that Sad

Makes it look like I spend all my time modding and trolling the forums rather than playing, which isn't (quite) true!
_______________________
There are 10 types of people in the world:

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

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Trolling the Forums

Submitted by Omnius on Mon, 2006-11-20 10:34.

Rilbur wrote:
Oh, I believe you omnius! I'm just embarrased I didn't catch that Sad

Makes it look like I spend all my time modding and trolling the forums rather than playing, which isn't (quite) true!

Rilbur,
Always some learning curve to a new game, especially when coming from an earlier version. Actually I've been wasting lots of time trolling the forums the past few days as I wait for the new patch. I started up a little test game just to see how the top end looks with all the techs researched to start. Plus I'm looking at the poor empire placement at the beginning of games.
Omnius

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I find solar sails, even if

Submitted by Fishman on Mon, 2006-11-20 10:54.

I find solar sails, even if they were to work, to be a little underwhelming compared to their SEIV counterparts, which could add like +3 move for the higher level versions.

Personally, I'd like to just be able to devote half the ship's mass to engines and watch it haul ass across the galaxy if I so choose. Damned arbitrary 12 engine limitations. I've always LIKED driving around at decidedly unsafe speeds! It worked for me in GalCiv2, why shouldn't we have it here?

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I Can't Drive 55!

Submitted by Omnius on Mon, 2006-11-20 11:26.

Fishman,
We share that "need for speed" in our ships. I didn't get to solar sails in SE4 but if they gave a plus 3 for movement to the bigger slower ships like Dreadnaughts or Baseships then that was a cool device. Still another extra movement point is another extra movement point and it can at times come in handy. I'll take the wimped down SE5 version but it sure would be nice if it got improved to SE4 standards.
Omnius

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The Dark Side Is Calling

Submitted by Fishman on Mon, 2006-11-20 11:49.

Omnius wrote:
Fishman, We share that "need for speed" in our ships. I didn't get to solar sails in SE4 but if they gave a plus 3 for movement to the bigger slower ships like Dreadnaughts or Baseships then that was a cool device. Still another extra movement point is another extra movement point and it can at times come in handy. I'll take the wimped down SE5 version but it sure would be nice if it got improved to SE4 standards. Omnius
See, you're starting to feel the dark, gnawing urge to mod already. A simple number tweak, and Solar Sails III could return....

You'll snap sooner or later. It's only a matter of time. Maybe not this game. But it will happen. Pandora's Box will open for you, too. You and I may be much alike...

Then maybe you'll crave that need for speed a bit more....are Quantum Engines just not enough? Perhaps we need more engine techs? Or maybe we just WANT to cram 80 engines into our ship leaving room for only a single gun, some utility systems, and some shields and armor?

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80 Engine Salute

Submitted by Omnius on Mon, 2006-11-20 12:09.

Fishman,
That would be funny, a 80 engine salute! Sure would be fast enough to get out of trouble faster than it got into it. Better save room for a cloaking device just in case.

Well maybe I'll turn to the Dark Side as regards modding, but since I'm semi-retired I'm probably just too Lazy for that sort of hilarity. I've been there done that as far as working on computer wargames goes. Now I'm just into having fun.
Omnius

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Everytime you think you're out...

Submitted by Fishman on Mon, 2006-11-20 12:14.

Omnius wrote:
Fishman, That would be funny, a 80 engine salute! Sure would be fast enough to get out of trouble faster than it got into it. Better save room for a cloaking device just in case.
Realistically, I don't think any cloaking device could possibly disguise the miniature nova of 80 engines firing. Maybe they wouldn't see WHAT fired those engines, but you can't possibly miss those 80 engines lighting off with the fury of a thousand suns.

Omnius wrote:
Well maybe I'll turn to the Dark Side as regards modding, but since I'm semi-retired I'm probably just too Lazy for that sort of hilarity. I've been there done that as far as working on computer wargames goes. Now I'm just into having fun.
Everytime you think you're out, they pull you back in. You can't escape it. It's only a matter of time before you must choose: Coaster or Mods.

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Medical Labs

Submitted by aznpdn233 on Mon, 2006-11-20 12:15.

Although Medical Labs are supposed to prevent plagues from happening, I had a game where despite having a (I think it was level 8 ) Medical Lab in a system, a planet in it contracted a level 1 Plague. I was rather surprised by that and quickly design and build a medical ship, but the plague was cured the next turn, presumebly by the Medical Lab. I didn't check if any of my population was killed, and that save game is long gone. So there might be a bug and Medical Labs don't actually prevent plagues. However, I think this game was the 1.08 patch so it might have been fixed already (I didn't check the log file).

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tverdoon's picture

I think I know what your problem is

Submitted by tverdoon on Mon, 2006-11-20 12:28.

You've been running your Mechanoids on Windows. You need to switch to Linux and they won't pick up any of these viruses (virii?)

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Re: Mechanoid Plague Bug

Submitted by lastofthelight on Thu, 2007-03-22 17:54.

Or mac.

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Re: Mechanoid Plague Bug

Submitted by dcarde007 on Thu, 2007-03-22 19:36.

I like going into the VehicleSizes.TXT file and doing a replace:

Find
("Movement Standard") [symbol]=
Replace With
("Movement Standard") [symbol]= 9

the actual [symbol] can not be displayed here..

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