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

Very Happy with 1.17 but...

cordas's picture
Submitted by cordas on Tue, 2006-11-21 07:00. Space Empires V General

First of all thanks for this great patch, I have played about 5 hours (opps) and not come across any game stopping issues, and the game feels a lot better. Love the progress sliders they really make a difference, although I am now burning to know who is fighting when empire X goes red.... (maybe there could be a general intelligence setting to research who is fighting who, including border clashes with unkown enemies)

I do however have a couple of niggles. (these are only in the order that i remember them, not importance)

1. Combat Radius - I feel that 1500 is too low, I have encountered ships at speed 12 that have been easily able to run away from my attacking ship with speed 16. I have altered this setting to 2000 and found it allows me to catch ships with a spped difference of 4, but not much greater than that.

2. Population happiness - I have the racial bonus to population happiness and have found that my populations go pretty much instantly to Jubilant and stay there, with nothing else to affect them (such as fate shrine from religious tech) I am still playing my 1st game so might just be lucky, but it does seem to be too easy.

3. Is it PLEASE possible to have a switch to disable the sounds in ship construction, as they are really bugging me, I don't want to turn off the sounds as I find others of them usefull in letting me know what is going on, and don't want to turn my speakers off as I listen to my music whilst playing.

4. Another option (or 2) on the Design cue would also be great, All Non Obselete constructions (ships AND units). I personally find it a bind to have to be swapping back and forth between Ships and Units, having them seperate in the construction cue is great as its keeps it simple.
4.1 Also is it possible to limit the ship/unit designs so for example if you are a crystal race you only see crystaline ship optionss. (I would make this a player defines option)

5. Is it possible to add Custom Cue layouts to the save game or save empire list (or make it a seperate entry that you can load elsewhere). I have my own preferences for layouts regarding construction and plants cues and find it annoying that I have to re-create these custom layouts every game, even more so that I have to give them a name to save them but can't access them in a new game.

6. Is it possible to put a filter button on the Research Cue that allows you to hide completed techs so that they are no longer shown. If you could make it that you could manualy hide certain techs as well would be even nicer (If I am using organic tech I tend to stick to purely organic weapons so being able to hide all (or certain) others would be great)

7. I am still unable to spend tech points on racial techs in race design, if I am an Organic race it would be great if I could spend tech points on organic tech before I start the game.

I know most of these are fairly minor and cosmetic but I think they would help make this game even better Smiling

‹ Is there a map editor for SE5? Gestation Vats and Genetic Recording Labs ›
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cordas, just a quick

Submitted by jheim on Tue, 2006-11-21 19:16.

cordas, just a quick FYI...if you send these as an e-mail to Malfador (info@malfador.com)...Aaron will be more likely to see them, and they may be implemented sooner. Eye-wink

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Mod Designer

One shotgun approach to the

Submitted by Fyron on Wed, 2006-11-22 03:40.

One shotgun approach to the annoying sound issue is to replace the offending sounds with 0 kb .wav files. Eye-wink Or maybe you need a ms of silence to make the game engine happy, dunno. You can make one with the sound recorder under Start\Accessories. Make sure to unplug any mic or headset so you get true silence.


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Mod Designer

I made some 1 ms silence wav

Submitted by Fyron on Wed, 2006-11-22 14:33.

I made some 1 ms silence wav files to replace them. They were made by recording a null line-in device, then cutting off all but .01 s of sound in windows' sound recorder. I tried just 0 kb .wav files, but the game raised an exception on them.

With these null sounds, I think my SE5 experience is an order of magnitude more fun...

I think I got all of the offending sounds, but I might have missed some here and there. If so, I can update the zips.

To install the sounds, extract this file into your SE5\Sounds directory, choosing yes to overwrite:
NullInterfaceSounds.zip

I've also uploaded the original sound files for easy restoration of the stock sounds:

StockInterfaceSounds.zip


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cordas's picture

Your my HERO ;)

Submitted by cordas on Wed, 2006-11-22 15:17.

Cheers for this Fyron!!!!!!!!!!!!!!!!!!!!!!!!!

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Mod Designer

Whoops, I forgot the "pick

Submitted by Fyron on Wed, 2006-11-22 16:04.

Whoops, I forgot the "pick up component" sounds. Uploaded revised version. Smiling I left the error sound intact, since that is the only indication the game gives you if you try to put a component into the wrong type of slot...

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Rilbur's picture

EEEEEEEEEEK!

Submitted by Rilbur on Wed, 2006-11-22 18:57.

Don't forget to make backups! His installation instructions are WRONG! Laughing out loud (He should have told you to make a backup first, "just in case").
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Mod Designer

Huh? I posted the backup

Submitted by Fyron on Wed, 2006-11-22 22:36.

Huh? I posted the backup file with the modded sounds?

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Easier way...

Submitted by JuJuB on Wed, 2006-11-22 22:46.

Just move the ===*end*=== to just underneath the ===*begin*=== and you have a silent game... then if you want sounds you can just move it back.
If there are specific sounds you don't like, move it below the *end*.

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Rilbur's picture

Silly me

Submitted by Rilbur on Wed, 2006-11-22 23:30.

Fyron wrote:
Huh? I posted the backup file with the modded sounds?

I went all alarmed when I saw you tell people to write over the initial files Laughing out loud
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Those that understand binary, and those that don't.

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Mod Designer

While that will technically

Submitted by Fyron on Wed, 2006-11-22 23:37.

JuJuB:
While that will technically work, my solution will not affect multiplayer savegame compatibility, and is not mod-specific. It will work without any further hassle no matter what mod you install.

Rilbur:
Helps to read the entire post...

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Rilbur's picture

Sue Me

Submitted by Rilbur on Thu, 2006-11-23 00:08.

Fyron wrote:
Rilbur: Helps to read the entire post...

I missed two lines that I thought were signature, so sue me Laughing out loud
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