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

SEV: v1.19 Changelog

AgentZero's picture
Submitted by AgentZero on Wed, 2006-12-06 18:16. Space Empires V General

While Kwok's away, I shall play!

Version 1.19:
1. Fixed - Sometimes damage effects could lockup combat.
2. Fixed - Settings in the SystemTypes.txt would allow objects to be placed outside
of the solar system. Savegames with these objects could not be loaded.
3. Changed - The password edit box now displays stars on the Player Setup window and
password entry message boxes.
4. Fixed - You have to enter the empire's password to edit the empire in the
Game Setup window.
5. Fixed - If you load a game with an empire using an empire style that's not present,
the game will substitute a different one that is present.
6. Fixed - Ground Combat, Sector Damage, and Mine Damage during movement would cause
command line execution to run forever.
7. Fixed - In the Designs window, the list will remain highlighted on the old design
when doing an upgrade.
8. Fixed - In the Design Create window, the components list will remain in the same
place after selecting a mount.
9. Fixed - Easier to read tutorial text.
10. Fixed - The full 10 levels for Carriers and Heavy Carriers were not accessible.
11. Fixed - Double click now adds and removes ships from fleets in the Fleet Transfer window.
12. Fixed - Empire option changed to "Next/Previous buttons should skip ships constructing items".
13. Fixed - The Amount selection on the Set Construction Queues window will now go blank when you
click on it so you can just type a new number without deleting the old one.
14. Fixed - On the Login window, the password box will start with focus.
15. Fixed - The Retrofit Order now lets you select a list of vehicles to retrofit before
selecting the design to retrofit to.
16. Fixed - Remote Mining resources were showing up twice on the Empire Options window - Treasury.

‹ Balance Mod Alert! Question regarding ship combat in 1.25 Demo ›
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Hmmm

Submitted by evilginger on Wed, 2006-12-06 18:22.

Just following this one not making comment

Edit has Kwock chewed through his chain again BTW

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Thy Reaper's picture
Mod Designer

Nice changes

Submitted by Thy Reaper on Wed, 2006-12-06 18:29.

This one is full of nice looking UI improvements, and I get the feeling more are to come in the next few patches. It makes me happy Smiling

And when I saw that Kwok wasn't the one that posted this, I was simply amazed Sticking out tongue

-----
Give me atmopshperic manipulation cannons, or give me death!

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cordas's picture

What about fixing the ground

Submitted by cordas on Wed, 2006-12-06 19:06.

What about fixing the ground combat bug where "enemy" sats, mines and drones are kept in cargo and cause the battle to be refought at the end of every turn till they are manually destroyed by the player (this means hacking into AI races to do it)

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Captain Kwok's picture
Mod Designer

Next time I'll win!

Submitted by Captain Kwok on Wed, 2006-12-06 19:06.

I was still at work when the beta was posted. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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AgentZero's picture

Me too

Submitted by AgentZero on Wed, 2006-12-06 20:36.

Thy Reaper wrote:
And when I saw that Kwok wasn't the one that posted this, I was simply amazed Sticking out tongue

I was rather shocked myself, to be honest.

Suction feet are not to be trifled with!

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Great, I was looking forward

Submitted by ShunterAlhena on Thu, 2006-12-07 03:36.

Great, I was looking forward to that fleet selection thing! I have one UI thing left on my wishlist now, that pressing ESC closes enlarged images first and the windows below second, but that's really a minor thingie now Smiling

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That fleet removal UI update

Submitted by MisterBenn on Thu, 2006-12-07 06:14.

That fleet removal UI update is helpful... but I really hope that same screen will show the damage % against each ship in that fleet! Otherwise it's still necessary to examine each ship for damage levels (click-heavy) or learn the names of damaged ships from the fleet summary screen and come back!

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Mod Designer

I like what I see for the

Submitted by carlosjuero on Thu, 2006-12-07 06:27.

I like what I see for the new chanages. I agree with MisterBenn about being able to see the damage % of the ships in a fleet at one glance [like SE:IV did], after a battle I like to seperate the most damaged ships and send them back for repair while bringing forward reinforcements.

The retrofit upgrade makes me all giggle Sticking out tongue (just kidding, but I am glad for that Smiling )

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

Designt Type Editor for SE:V

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cordas's picture

On the Ui front, I really

Submitted by cordas on Thu, 2006-12-07 07:26.

On the Ui front, I really would like an option in the Ship Design window that allowed me to see all my ship and unit designs, rather than seperating them.

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MP Problem?

Submitted by Papa Frepoll on Thu, 2006-12-07 07:45.

Is it going to fix the MP problem where a player's research, etc gets changed somehow in turn processing? All those fixes look pretty minor.

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I think in general the first

Submitted by MisterBenn on Thu, 2006-12-07 08:41.

I think in general the first waves of bugs fixed were "severe bugs which are quick to fix", and this patch seems to mainly consist of remedies for "smaller annoyances which are quick to fix".

There are definitely more severe bugs or gameplay issues than some of those fixed in 1.18/9, but such things as producing a fog of war system so that players and the AI can still see colonies they previously visited (and dealing with making the AI use that information well) will presumably take quite a while to develop... if Aaron worked for 4 weeks on a patch and it had just one such bug fixed, I suspect the general community would be furious! He's in the unenviable position of displeasing some people whichever way he priorities the work. We just have to be reassured that he's chewing through the issues at a fair pace, and at some point all our niggles are likely to be addressed.

I have a lot of sympathy for Aaron. I've only been into the SE series since IV, but that game was (is) clearly a labour of love... I've never seen a game supported and patched for so long after release, or done so in tandem with community feedback to the same extent. Someone who takes that amount of care over supporting his code is not someone who willingly releases partially complete software - it's clear to me that it was the publisher's decision. All Aaron can do is keep working on it full tilt and keep the improvements rolling in. I hate to think how he must feel when he reads the reams of harsh criticism that SE5 attracted over the months since its release!

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Iron Giant's picture

Ooooh oooooh ooooh Mr. Carta'!

Submitted by Iron Giant on Thu, 2006-12-07 09:16.

SOOOOOO, how big can Heavy Carriers get now???

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I still have hope that

Submitted by JakeCourtney on Thu, 2006-12-07 09:36.

I still have hope that patches can make it a great game.

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Vilus's picture

Patch by patch we'll get

Submitted by Vilus on Thu, 2006-12-07 11:19.

Patch by patch we'll get there. I think the support is great for that game (If you don't beleive me go check on the Oblivion forum). Can't wait for the multiplayer fix!

Live by the sword, die by the sword...

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Amazing how many smaller

Submitted by Jmendes on Thu, 2006-12-07 11:28.

Amazing how many smaller problems are there that some people dont even notice. I was hopping for bigger changes, especially in the AI departament, but the GUI changes are wellcome. Any estimated release date yet?

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How about these bugs.

Submitted by scaseman on Thu, 2006-12-07 11:59.

I have seen no mention of any fix for the game save and game load bugs in the 1.18 and 1.19 changelog. Which by any definition must be considered a serious ommission. The only other non major bugs I have encounterd that have not been mentioned anywhere else to my knowledge is I built some satellites in space and they ended up outside of the hexes. Now I can not do anything with them. Thet just hang there just off the edge of the system. Also while building new designs. When you higlight the ship mount button to mount heavy weapons you can not unclick is as an option if you want to put a smaller weapon of the same type on board. You have to put them on first then the weapons using ship mounts. I did encounter astrange glitch when my fleet ended up with two icons on the system display but I managed to get them to recombine.

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SirKid's picture

That fleet removal UI update

Submitted by SirKid on Thu, 2006-12-07 13:47.

MisterBenn wrote:
That fleet removal UI update is helpful... but I really hope that same screen will show the damage % against each ship in that fleet! Otherwise it's still necessary to examine each ship for damage levels (click-heavy) or learn the names of damaged ships from the fleet summary screen and come back!
YES, please make this change.

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cordas's picture

stupid subject feild

Submitted by cordas on Thu, 2006-12-07 14:03.

scaseman wrote:
I have seen no mention of any fix for the game save and game load bugs in the 1.18 and 1.19 changelog. Which by any definition must be considered a serious ommission. The only other non major bugs I have encounterd that have not been mentioned anywhere else to my knowledge is I built some satellites in space and they ended up outside of the hexes. Now I can not do anything with them. Thet just hang there just off the edge of the system. Also while building new designs. When you higlight the ship mount button to mount heavy weapons you can not unclick is as an option if you want to put a smaller weapon of the same type on board. You have to put them on first then the weapons using ship mounts. I did encounter astrange glitch when my fleet ended up with two icons on the system display but I managed to get them to recombine.

What save load bugs?

Err there is a really obvious way out of the heavy mount thing, its so obvious you will kick yourself (I know I did) when I figured it out... Click on "NONE" at the top of the box.

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Save load bugs

Submitted by scaseman on Thu, 2006-12-07 14:50.

Several people have reported through this group that occasionally, especially as the game progresses that a load error is reported while loading a game save. You can usually get round it by loading an earlier save then loading the one you want inside the game. Somone even put a screen shot with their report. It usally happens after a problem when you exit the program generating an fault.
The save game bug is rarer again you try to save the game and you get a failure message. Usually to get round this I take another turn and try again. If that fails I take another turn but with autosave turned on. To avoid these problems altogether its probably best to exit the game after a few turns and then reload or reboot the PC.
Thanks for the heavy mount idea I have not had chance to try it yet as yes you guessed it my machine is failing to load game saves at the moment. Time for a reboot.

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Damage % + Experience points

Submitted by Robert on Thu, 2006-12-07 16:05.

MisterBenn wrote:
That fleet removal UI update is helpful... but I really hope that same screen will show the damage % against each ship in that fleet!

Yes Please!

Damage percentage on side and experience points on the other.

There is room for both on the screen.

(and is there any place to see the experience points of a Fleet?)

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RasterOps's picture

My Save Game Bug & More

Submitted by RasterOps on Thu, 2006-12-07 23:10.

My Save game bug post. Very random, very unpredictable. Prevents auto-save from working. Haven't tried to continue playing and see if it corrects itself. Don't want to lose that much progress if it doesn't.

So, if more detail could be added to the error message it might help identify the root cause.

Upgraded Frigate, which included a level 2 crew quarter. Now the Frigate reports no crew and is moving at half speed. Light Carriers are similarly affected (0 crew and half speed). Space Stations, Colony ships, and Destroyers are not affected. That is the extent of my tech in this game.

It's good to see #16 is fixed.

-my "Ministers are more sinister than Ministers... But who cares?"

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I may be mistaken, but I'm

Submitted by Halikar on Fri, 2006-12-08 13:26.

I may be mistaken, but I'm fairly sure that almost every save/load bug has been traced to older version damaged save files, and recreating with the new version seemed to fix the issue. If it's a case of "I want my old stuff to load anyway, damaged or not", I don't think that's a realistic expectation.

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Psieye's picture

The 0 crew problem is easy to fix

Submitted by Psieye on Fri, 2006-12-08 14:29.

Upgrading Life Support is the most common way to realise you have 0 crew on your ship, hence half movement etc. Go sit the ship on top of a colony with the correct race to replenish after 1 turn.

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cordas's picture

1

Submitted by cordas on Fri, 2006-12-08 15:02.

Psieye wrote:
Upgrading Life Support is the most common way to realise you have 0 crew on your ship, hence half movement etc. Go sit the ship on top of a colony with the correct race to replenish after 1 turn.

Unfortunatly It isn't quite that simple Psieye, I have had this happen to me when upgrading ships at my homeworld when it has been full to the gills with my own population, and no one elses. I have also had it happen on worlds that where populated with my own people. And as final proof that this isn't the only reason this happens I have had ships upgrade fine at worlds that didn't have any of my own race on them.....

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Back wards compatibility always difficult

Submitted by evilginger on Fri, 2006-12-08 15:06.

Back wards compatibility always difficult and most games or for that mater other applications will have issues with it. Personally I find not being able to carry on with to be mildly irritating but to be an acceptable loss if the Patch significantly improves game play either by adding features or correcting bugs.

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Psieye's picture

Odd... my experience is from...

Submitted by Psieye on Fri, 2006-12-08 16:09.

cordas wrote:
Psieye wrote:
Upgrading Life Support is the most common way to realise you have 0 crew on your ship, hence half movement etc. Go sit the ship on top of a colony with the correct race to replenish after 1 turn.

Unfortunatly It isn't quite that simple Psieye, I have had this happen to me when upgrading ships at my homeworld when it has been full to the gills with my own population, and no one elses. I have also had it happen on worlds that where populated with my own people. And as final proof that this isn't the only reason this happens I have had ships upgrade fine at worlds that didn't have any of my own race on them.....


Hmm... my own experience of depleted crew is from pirating (boarding) enemy ships after Toxic Injector'ing them. Usually a trip to my own race's colony solves the problem. We'll see if I have upgrade troubles when I upgrade my fleets with better LS/CQs.

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RasterOps's picture

Save/Load Bug

Submitted by RasterOps on Fri, 2006-12-08 18:53.

Halikar wrote:
I may be mistaken, but I'm fairly sure that almost every save/load bug has been traced to older version damaged save files, and recreating with the new version seemed to fix the issue. If it's a case of "I want my old stuff to load anyway, damaged or not", I don't think that's a realistic expectation.
I'm pretty sure this game was new to the 5.1.17 patch. I will be certain of this when the next patch comes out. Regardless, if more detailed error conditions could be displayed it might help.

-my "Ministers are more sinister than Ministers... But who cares?"

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When the "Y" (sentry) option

Submitted by Lord_KiRon on Fri, 2006-12-08 19:21.

When the "Y" (sentry) option will stop behaving randomly ?

Sometimes you can use it , sometimes you can't .
Sometimes using it on fleet effects all the ships , sometimes none.

Also another strange thing I saw is a parts of the fleet goes "separate ways" after retreat without ability to "assemble" them together later.
Especially strange when it happens to fighters that after that start to "travel" the map without problem.

Another thing is ships "entering" inside planets during tactical combat run on automate - happens very often with fighters.

If "location" have both minefield and ships then combat quickly starts and then ends without enemy if their ship died on mines.
Also if "minefield triggered" it would be nice to see in report how many mines "lost" and how many left.

And another thing - disassembly of captured enemy ships does not gives anything even if that ships full of unknown components.

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They may or may not be the

Submitted by Halikar on Fri, 2006-12-08 19:38.

They may or may not be the actual case, but from my experience the only reason I've had ships not go on sentry is when there are ships/fighters/satellites/drones in the system that are not mine, even if I can't see them. If so, it's kind of a "cheat" to determine if someone has some ships there either outside your sensor range or cloaked (IMHO anyway), but it's a why.

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RasterOps's picture

Zero Crew

Submitted by RasterOps on Fri, 2006-12-08 22:01.

Psieye wrote:
Upgrading Life Support is the most common way to realise you have 0 crew on your ship, hence half movement etc. Go sit the ship on top of a colony with the correct race to replenish after 1 turn.
Hmmm this makes sense. A ship that is returned to a planet loyal to me and having my race will gain a crew and the ship movement. What is weird is a Frigate built on a captured planet having a single race loyal to my enemy produced a Frigate with 100 crew.

-my "Ministers are more sinister than Ministers... But who cares?"

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Rilbur's picture

Sentry

Submitted by Rilbur on Fri, 2006-12-08 23:07.

Quote:
When the "Y" (sentry) option will stop behaving randomly ?

Sometimes you can use it , sometimes you can't .
Sometimes using it on fleet effects all the ships , sometimes none.

I don't think its being random. Sentry simply tells a ship "stay put untill you see an enemy ship, then cancel sentry and proceed with all other orders in your que". If there are enemy vessels in the system, then sentry won't work.... or rather, it works exactly as designed and won't activate.
_______________________
There are 10 types of people in the world:

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

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I say it is random, yes I

Submitted by Lord_KiRon on Sat, 2006-12-09 05:00.

I say it is random, yes I noted that ship tends more not to go to Sentry mode if system is not fully yours but sometimes it is yours and it won't and sometimes it is not and it goes so there is a bug there.
Also I think it should explain the reason when refusing in a pop box.
Again, do not forget the fleet related part of the bug.

Speaking of which there is a problem with Ctrl-E (upgrade) ship command - it tells you when you can't upgrade ship because there is a cargo on it, but in any other case if it fails it does nothing.
Also if multiply ships selected and you issue Ctrl-E and then select new ship destign to upgrade to it fails without reason.

Another thing: I noticed that sometimes when you update it first time it add a huge number like if you called it "Begimoth" it makes it "Begimoth 7644555" ond the first update and then on the second continue properly "Begimoth 7644555 I" , "Begimoth 7644555 II" etc ...
And sometimes work properly from the beginning "Begimoth I" , "Begimoth II" ...

I think it somehow related to not selecting ship design type but can' be sure...

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Psieye's picture

see v1.18 log

Submitted by Psieye on Sat, 2006-12-09 05:51.

See the v1.18 log and 1.19 log above (which aren't yet publically available) - some of these bugs have been fixed. Most notably, "Analyse Components" and retrofitting many ships at once.

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strange numbers

Submitted by damador on Sat, 2006-12-09 06:02.

you have to changes design names i data with "I" at the end - then game will assume the next roman number instead of random 962398428354852

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Ashbery76's picture
Mod Designer

I'm hoping some more stuff

Submitted by Ashbery76 on Sat, 2006-12-09 08:57.

I'm hoping some more stuff is done to speed up the dreadfully long turn processing.

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Sentry and supplies?

Submitted by capnq on Sat, 2006-12-09 15:47.

Lord_KiRon wrote:
I say it is random, yes I noted that ship tends more not to go to Sentry mode if system is not fully yours but sometimes it is yours and it won't and sometimes it is not and it goes so there is a bug there.
In SE IV, you could not put a ship on Sentry if it had low supplies or no supplies. Is that still the case?

capnq

"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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Psieye's picture

Another solution to 0 crew

Submitted by Psieye on Sat, 2006-12-09 17:05.

Psieye wrote:
Upgrading Life Support is the most common way to realise you have 0 crew on your ship, hence half movement etc. Go sit the ship on top of a colony with the correct race to replenish after 1 turn.
I've discovered that retrofitting a 0 crew ship (with undamaged LS/CQs) into another design which does not need to change the LS/CQs over a colony with the correct race will replenish the crew without having to wait for the end of turn.

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lol

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

Ashbery76 wrote:
I'm hoping some more stuff is done to speed up the dreadfully long turn processing.

lol it takes like 10-20 sek to end turn, maybe time to get a new computer...

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Ugh

Submitted by _squeege_ on Mon, 2006-12-11 20:17.

10-20 seconds would be AWESOME. I'm at 2404.2 in my current game, and a turn takes 7 minutes. At least it can be run in window'd mode so that I can do other things while I am waiting for it.

One thing I'd like is the ability to set the resolution of the windowed mode window. I have a 24" 1920x1200 monitor, and I'd easily like the window to be 1280x1024 or so, especially for combat purposes.

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Runing it in a window

Submitted by evilginger on Mon, 2006-12-11 20:22.

running it in a window especially if you are doing other things may actually make things worse rather than better as you have only got one set of hardware running multiple applications. The game also behaves poorly if alt tabbed in and out off

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RasterOps's picture

Weapon Mounts & More

Submitted by RasterOps on Mon, 2006-12-11 20:37.

Null space weapons don't use mounts!? After all that reseearch...

Neither does any Missle. This makes them IMO useless as other weapons get the range benfit. So the only reason to use missles is to stagger the weapon fire rates. I can do this with energy weapons. rebalance the game by giving missles the weapon mount ability. Please? OK?

Pick a component any component and view the report while a weapon mount is selected. Its stats are modified per the weapon mount. Not a biggie just thought you oughta know.

Where's my reward? I colonized a planet with ruins and was told of great new technical achievements (sort-of) but got nothing, bupkiss, nada, squat. If I failed to make my saving throw (typical) then don't tell me I have achieved greatness. Instead tell me the ruins revealed nothing new or something. Now why did this happen? I assume it is because I boosted the computer players. Fine, DON'T take away my ability to benefit from the ruins. They got their boost now I want mine! This happened twice and I got nothing twice. If the computer is so smart then why didn't they colonize these planets? Gimme!

So the AI boost wore off and now they are no challenge. It is so easy for me now to walk all over them that I just use this game version to try new things like the Null weapons. So while I am researching this, what are they doing? Begging for food that's what. They have no ability to support themselves. Sorry, just a little tirade. I really do love the game and appreciate all you guys have done, are doing! Now if I can just get this brown stuff off my nose...

-my "Ministers are more sinister than Ministers... But who cares?"

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RasterOps's picture

Turn Performance

Submitted by RasterOps on Mon, 2006-12-11 20:59.

_squeege_ wrote:
10-20 seconds would be AWESOME. I'm at 2404.2 in my current game, and a turn takes 7 minutes. At least it can be run in window'd mode so that I can do other things while I am waiting for it.

One thing I'd like is the ability to set the resolution of the windowed mode window. I have a 24" 1920x1200 monitor, and I'd easily like the window to be 1280x1024 or so, especially for combat purposes.

Are you running the 1.17 patch? I too have a large monitor and would like to increase the window mode size. Although I admit I haven't searched the forum for a solution. So I don't know if one exists.

My 2 cents about the turn performance and this is not to brag! I am at turn 2427.3 with a large Universe. My turns take ~1 minute. So I am sure this has to do with CPU and Video performance. I play at 2048x1536 and would play at a higher resolution but the game apparently does not support it. I task switch regularly. I play streaming audio with Winamp while playing. I have a Logitech G15 keyboard. It has an LCD which is constantly being updated by a background process. This LCD includes the CPU usage, which can be seen to be less than 50% most of the time and infrequently up to 75% during turn processing.

My system specs:
Intel 6700 dual core 2.67G
2G RAM
640 G HD in Raid 0 mode (dual 320's)
Dual nVidia 7900 GTX SLI (512M each)

-my "Ministers are more sinister than Ministers... But who cares?"

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Turn Performance

Submitted by TheThirdEye on Sat, 2007-01-13 14:22.

I'm on 2405.1 large diamond and it takes 2-5 minutes depending on if there is combat or not.

Presario 900Mhz AMD, 256MB, Radieon 7000, 98SE. 20GB partion for SEV, 4GB for 98SE, on a plain 120GB drive without DMA.

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Re: The 0 crew problem is easy to fix

Submitted by Firedancer on Fri, 2007-02-02 18:17.

Quote:
The 0 crew problem is easy to fix Submitted by Psieye on Fri, 2006-12-08 14:29. Upgrading Life Support is the most common way to realise you have 0 crew on your ship, hence half movement etc. Go sit the ship on top of a colony with the correct race to replenish after 1 turn.

Quite a nice idea... but I wonder: How do I replenish my deepspace Starbase after having had a retrofit?

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