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

Confused about starting a new game...

Submitted by javaslinger on Sun, 2006-11-26 09:44. Space Empires V General

I've only played quick start games but I would like to try out some of the options and make a new regular game.

But I can't seem to figure out how to pick stock AI empires? As far as I can tell, you have to design each empire for the game?

I imagine there must be a way to simply fill the game with a bunch of hand picked stock AI's.

What am I missing?

Thanks,

Javaslinger

‹ Getting new techs Borders/ Spheres of influence? ›
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Having Fun with Starting Options

Submitted by Omnius on Sun, 2006-11-26 10:20.

Javaslinger,
I'm really getting into using the different aspects of starting games. You don't really need to define the AI empires, the program will pick them for you depending upon how you specify what racial traits (points) are being used. I've also started experimenting with creating races that use the special techs and some of the more dubious racial traits that have big negatives in areas like research and intel. I modeled the Yuuzhan Vong of the Star Wars New Jedi Order series with organic and religious techs and warriors plus the hive government. I picked the green blob ship and discovered it has less interior hull than other ships. Makes for a more interesting game when you give yourself some handicaps.

Don't bother with neutrals, just turn them off. You can pump up the AI's by making them "hard" and giving them the max bonus as that gives them more of a flying start. Save the team mode for when you're really experienced and want to fight an uphill battle.
Omnius

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Can someone offer some further explanation?

Submitted by javaslinger on Sun, 2006-11-26 21:47.

I would like to populate a new game with some of the AI's are used in the 'quickstart' but be able to customize the game further as you can with the Full new game option.

How do you select the standard AI's? It seems you can only design the AI's from the ground up?

It seems like there must be a way to do this.

Thanks,

Javaslinger

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Captain Kwok's picture
Mod Designer

Making some AI empire files...

Submitted by Captain Kwok on Sun, 2006-11-26 21:51.

Start a game with a high number of AIs (no neutrals) with the settings you want to use. On the first turn use the ~ALLPLAYERSHUMAN~ cheat (the passwords will all be "master") and save each AI empire file. You'll now have a number of AI files you can add manually to your next game setup.

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Space Empires Depot | SE:V Balance Mod

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There's no way to simply

Submitted by javaslinger on Sun, 2006-11-26 22:09.

There's no way to simply select the AI's for the game from a list of pre-made AI's?

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Captain Kwok's picture
Mod Designer

Computer players are added automatically...

Submitted by Captain Kwok on Sun, 2006-11-26 22:30.

In the game setup there are two options for adding computer players and neutral players - this will create random AIs for your game.

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Space Empires Depot | SE:V Balance Mod

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Start a "Quick Start" game,

Submitted by eddieballgame on Sun, 2006-11-26 22:56.

Start a "Quick Start" game, choose a race to play. Enter the game. Click on Menu & "Save Empire". Do this for all of the included races. You now can load any & all the races you want. Because of the Technology points assigned to each race you will have to adjust the pre game settings ( tech points) before loading each one. Simple to do though. I also edited all the races so the only tech they start with is their colonizing tech. This way they all start "even" ?! Smiling Anyways, this game has the look & feel of being the best of this genre. Based on the company, devs, & support I have no doubt it will.

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Zero Tech Points

Submitted by eddieballgame on Mon, 2006-11-27 02:31.

Editing all the "original races" to zero tech points might be simpler for including them in multiplay with zero tech pts; if that is a concern for anyone pertainng to balance in racial design. Just a thought. btw, I noticed all the included races were "built" using only 2000 pts.

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Zero Tech Points

Submitted by DavidSachs on Mon, 2006-11-27 12:30.

eddieballgame wrote:
Editing all the "original races" to zero tech points might be simpler for including them in multiplay with zero tech pts; if that is a concern for anyone pertainng to balance in racial design. Just a thought. btw, I noticed all the included races were "built" using only 2000 pts.

The supplied race startup scripts seem to have provision for more racial points. I assume that the abilities are truncated in quick start gams.

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Captain Kwok's picture
Mod Designer

Race Generation

Submitted by Captain Kwok on Mon, 2006-11-27 12:37.

Quick Start uses the default settings which only allows 2000 points. Generated AIs in the regular start will use more racial points if they are available. The racial traits that a race will use are determined by its setup script.

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Space Empires Depot | SE:V Balance Mod

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Race Generation

Submitted by eddieballgame on Mon, 2006-11-27 13:03.

"Tech Points" are separate from "Racial Points". My question is: After creating an "emp" file & then loading it for the AI to use, will it actually work the same as if the AI was loaded randomly? Thank-you.

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Captain Kwok's picture
Mod Designer

.EMP not= Generated AI

Submitted by Captain Kwok on Mon, 2006-11-27 13:19.

No. A saved .emp file will not change at all.

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Space Empires Depot | SE:V Balance Mod

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