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 4 users and 161 guests online.

Online users

  • evilhamburger
  • GambitUK
  • Roxton
  • crazydog

Languages

  • English English
  • French French

Browse archives

« Septembre 2008  
Lu Ma Me Je Ve Sa Di
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          
Home » news » forums » Space Empires V » Space Empires V General

Quick Minister Question

Submitted by Zohar on Mon, 2006-11-20 16:39. Space Empires V General

I have a quick question about ministers. For some reason, when I learn new technologies (such as plasma weapons or organic weapons) my ministers never arm my ships with them! Is this yet another bug or is there something I need to do? (It only seems to use depleted urainium cannons no matter what). Is there some way to set it to chose only certain weapon types?

‹ how to set a system off limits for the minister "Next Ship" Button Question ›
» 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

Player ministers are default ones

Submitted by Captain Kwok on Mon, 2006-11-20 17:27.

The ministers for player races are the default ones and are programed to use the normal weapons.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Awww

Submitted by Zohar on Mon, 2006-11-20 17:34.

Doh. I guess in the future then, might I suggest that you possibly add the ability to choose a weapon type for ships?

» login or register to post comments
Captain Kwok's picture
Mod Designer

Need an option to use AI from race...

Submitted by Captain Kwok on Mon, 2006-11-20 19:56.

There needs to be a choice to select use "AI" from race as there was in SE:IV, this will allow you to use the AI files from the shipset you're using - which will have the ministers design with the racial components.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Dragagon's picture

Or make a good Default AI

Submitted by Dragagon on Mon, 2006-11-20 20:59.

Captain Kwok wrote:
There needs to be a choice to select use "AI" from race as there was in SE:IV, this will allow you to use the AI files from the shipset you're using - which will have the ministers design with the racial components.

Or we could actually develop a default AI to do it anyway. i mean, if they ever get the EmpireGainedAbilities to work, you would need something like that in place so the AI can actually utilize the stuff, right?

Dragagon

Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something.

-- Robert Heinlein

» login or register to post comments

There's really only one

Submitted by Fishman on Mon, 2006-11-20 22:13.

There's really only one fundamental way to pick weapons, given your availability and exclusion of weapons that do neglible damage and therefore are not weapons: Best damage over time / space at engagement range. The circumstances in which to choose them is similarly straightforward: Determine who decides the range of combat, based on who is faster. Then pick the weapon that works the best for the range of combat you're going to be fighting at. If none of your weapons do meaningful damage at the range you're going to end up fighting at, you = screwed, like if you're up against an opponent that can simultaneously outrun you and outrange you. This situation means you are screwed and there is no way to win.

» login or register to post comments
Mod Designer

There are ways

Submitted by Phoenix-D on Tue, 2006-11-21 14:45.

There are ways, but they all involve messy, bloody death. The only practical way is to hit your opponent from every side at once, but in SEV that's almost impossible to pull off..

» login or register to post comments
Dragagon's picture

It takes more thought than that

Submitted by Dragagon on Tue, 2006-11-21 14:53.

Fishman wrote:
There's really only one fundamental way to pick weapons, given your availability and exclusion of weapons that do neglible damage and therefore are not weapons: Best damage over time / space at engagement range. The circumstances in which to choose them is similarly straightforward: Determine who decides the range of combat, based on who is faster. Then pick the weapon that works the best for the range of combat you're going to be fighting at. If none of your weapons do meaningful damage at the range you're going to end up fighting at, you = screwed, like if you're up against an opponent that can simultaneously outrun you and outrange you. This situation means you are screwed and there is no way to win.

You have to be careful here, espically in mods. Picking the "best weapon" as damage over time/range you can run into supply problems. Your designer then has to think about how to outfit itself to give it enough supplies/ordinance in order to fire the weapon. For instance if I were to create an AI for Golden Eclipse mod I'd have to make sure to put in supplies if i use laser technology, or supplies AND ordinance if i use missiles, projectile weapons and any of that mess. It makes more sense in Golden Eclipse but things get dangerously expensive and you don't have enough room on your starter ships to just put anything on there. You as a player have to really think about the design just to get it to do anything. Otherwise you will run out of supplies or you will only get 3 shots out of a weapon.

also faster+grater range does not always = a win. I was in a game with Pujal where he had frigates with 2 cap missiles. while i only had one cap missile and one PD. the PD isn't a "weapon" by your standards yet i could negate his weapons with it and still kill him. It takes more thought that just "more damage + better range = win"

Dragagon

Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something.
-- Robert Heinlein

» 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:

  • Ship Capture Issues
  • Space Empires V
  • Hows the current AI?
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • SE5 Multimedia Pack

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:

  • Ship Capture Issues
  • Faclities stacking?
  • Ergie's map editor
  • 'Starship Dimensions' Have you all seen this site?
  • Change, Remove Facility on Planet
(c) Strategy First, Inc. All rights reserved.