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

If patch v1.20 is released next week, what bugs are left? Are we there yet?

Submitted by Dizzy on Sat, 2006-12-16 09:52. Space Empires V General

I bought the game KNOWING there'd be bugs, I know, bad me, but I did it to support the game cuz I know they didnt have the money to fully implement the best Q&A team.. This is a topic in itself and beside the point of this post.

But what I'm after here is I basically shelved the game for a future patch that makes the game playable without much to worry about. What bugs are left after patch 1.20? And are we really there yet?

‹ Star Blazers ship set: Managing population? ›
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cordas's picture

Well it won't be patch 1.20

Submitted by cordas on Sat, 2006-12-16 10:09.

Well it won't be patch 1.20 as 1.20 is a changelog, for a beta patch that only goes to beta testers and a few select other individuals. The patch that will be released on Monday (fingers crossed, Kwok says it should be mon and he is a man in the know) will be 1.2x (probably 1.21)

As for what is left to be fixed, hopefully no game ruining issues. More refinement of the UI which still needs some work, but thats a case of seeing what people like and don't like, and listening to the suggestions of people on forums like this. Apart from that there are a lot of gmaeplay issues to be dealt with, stuff like making an AI which is worth the effort of fighting, there are a number of excellent mods out there that are working on this problem. Then there are game balancing issues, such as is this weapon to wimpy, is that one to expensive, whats the point in having 10 levels of colonisation tech when they cost a fortune and after lvl 1 don't give you anything of note (a slightly increased cargo capacity)

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Colony tech is for moding

Submitted by evilginger on Sat, 2006-12-16 10:17.

I would mod benefits in colony tech giving extra space for building facilities on worlds in much the same way as hull size increases work. Of course you might get people moaning about wasted space. The other good change would be varying the sizes of facilities as at the moment they are all 1kt and I believe and mirror the strict number limit of facilities system from SEIV

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cordas's picture

bitter blows exchanged

Submitted by cordas on Sat, 2006-12-16 10:27.

evilginger wrote:
I would mod benefits in colony tech giving extra space for building facilities on worlds in much the same way as hull size increases work. Of course you might get people moaning about wasted space.

Intersting, as in a lvl 3 rock colony can build more facs than a lvl 1 rock colony.... Although I see this causing lots of complaints unless you could upgrade exisiting colonies.

One idea I have would be that higher level colonies come with a certain amount of prebuilt facilities, so on the colonies 1st turn its construction queue has more resources available to build with. i.e. a level 2 rock colony has 1.5x as much construction potentail for its 1st turn, a level 3 has 2.0x as much and so on and so forth, not sure if this is possible though.

Quote:
The other good change would be varying the sizes of facilities as at the moment they are all 1kt and I believe and mirror the strict number limit of facilities system from SEIV

This has possibilites for the future, but I am sure I remember this being talked about in the days of SEIV but nothing ever came of it.

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I haven't seen a fix for

Submitted by Halikar on Sat, 2006-12-16 12:05.

I haven't seen a fix for tech trading with the AIs yet, and while I like milking the AIs for their tech, it certainly doesn't make the game unplayable. Smiling

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Ministers

Submitted by stw9454 on Sat, 2006-12-16 12:29.

One thing I still haven't seen a fix for is the population transport minister being fixed (and I think there were a couple more broken ministers). That'd be nice to have fixed.

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I second that....

Submitted by javaslinger on Sat, 2006-12-16 14:31.

I find population transport to be one of the more tedious parts of the game. I'll do the two or three priority systems and let the AI balance out the rest...

I hope it gets fixed soon.

Javaslinger

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Remove the lawyer from government (random quote)

Submitted by evilginger on Sat, 2006-12-16 14:52.

javaslinger wrote:
I find population transport to be one of the more tedious parts of the game. I'll do the two or three priority systems and let the AI balance out the rest...

I hope it gets fixed soon.

Javaslinger

I agree as well I sort out the population in my home system once it’s all colonised and whilst I am building up surrounding systems the rest just gets left to migration unless there are good quality worlds worth manually doing it for. I find that medical facilities and researching leisure pursuits to be better at population development than the population transport minister

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Memory Leak

Submitted by _squeege_ on Sat, 2006-12-16 15:05.

I don't recall seeing anything about the memory leak being fixed yet (maybe I missed it?).

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.

Submitted by damador on Sat, 2006-12-16 15:12.

_squeege_ wrote:
I don't recall seeing anything about the memory leak being fixed yet (maybe I missed it?).

it could be under " speedup AI player" changelog option

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Psieye's picture

Population Transport - migration

Submitted by Psieye on Sat, 2006-12-16 15:32.

evilginger wrote:
javaslinger wrote:
I find population transport to be one of the more tedious parts of the game. I'll do the two or three priority systems and let the AI balance out the rest...

I hope it gets fixed soon.

Javaslinger

I agree as well I sort out the population in my home system once it’s all colonised and whilst I am building up surrounding systems the rest just gets left to migration unless there are good quality worlds worth manually doing it for. I find that medical facilities and researching leisure pursuits to be better at population development than the population transport minister


These days I usually start with many Homeworlds at once, with Environmental Resistance and extra Reproduction. This sorts out most population transport issues thanks to migration. For the planets that I can't breathe on, that's what immigration treaties are for (well, that and changing the planet atmosphere one way or another).

Actually, the one thing that would really boost AI population transport is to have migration work the other way round if 2 races are on a planet and only one can breathe the atmosphere - the non-breathers migrate off rapidly (e.g. 50M a turn).

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cordas's picture

bane of my forum posting life here

Submitted by cordas on Sat, 2006-12-16 16:02.

Psieye wrote:
Actually, the one thing that would really boost AI population transport is to have migration work the other way round if 2 races are on a planet and only one can breathe the atmosphere - the non-breathers migrate off rapidly (e.g. 50M a turn).

Can't agree with you more, this really is something that needs addressing as it is a MAJOR disadvantage to the AI as it seems unable to de-populate domed worlds it could now take full advantage of.

I would have thought this would be a fairly simple bit of coding to do to make domed populations vacate their domes and move to other worlds where they can live out doors.

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Dome planets and migration

Submitted by crward on Sat, 2006-12-16 19:13.

Actually, I'd suggest that this would be best as a code change: why should I, happily in my dome, restrict the population or development of species who can breath the air?

In general, I'd think it'd be best to have a tighter connection between population numbers and production; perhaps allowing the construction of facilities up to the maximum for the world, but restricting the population within a dome and requiring a set amount of people to make a facility work.

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Kahn's picture
Mod Designer

As far as I can see from the change logs...

Submitted by Kahn on Sat, 2006-12-16 20:15.

Still have the video at resolutions higher than 1024 x 768 causing a CTD in elective strategic combat. So far (by looking through the forums) this has affected Intel, ATI and nVidia cards of various models. Since this bug is a hard one to track down and kill (something in the DirectX implementation), it's no surprise it will take some time.

(FYI - The work-around is to set the game at 1024 x 768 resolution, or run in "window" mode for anyone that's having this problem.)
Sincerely,
Kahn

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Kahn's picture
Mod Designer

Crap! ... Nevermind...

Submitted by Kahn on Sat, 2006-12-16 20:21.

Nevermind folks, just opened my email and received the following from Aaron...

Aaron wrote:
We’ve only been able to reproduce the CTD after Strategic combat once. There’s a fix for it in the patch coming Monday. But not being able to reproduce makes it tough. Try the new patch and let us know if you’re still having problems.

Sincerely,
Kahn

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So some broken ministers and

Submitted by Dizzy on Sat, 2006-12-16 20:43.

So some broken ministers and a tech trading AI problem is all that's left?

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Psieye's picture

From my memory...

Submitted by Psieye on Sat, 2006-12-16 21:27.

The one (group of related) bug(s) left that's significant (actually, found a formations bug in that the game can't do custom asymmetric formations) is launching units into an existing unit group - in and out of combat. Doing this means the new units start with 0 supplies. Furthermore, units don't pool and share supplies - they feed all of it to some units so that others have none. Strangely, fighters could still move at 100% speed with no supplies, making them very hard to kill since they auto-retreat due to not being able to fire weapons.

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Still unable to cast alliance votes

Submitted by Sarin on Sat, 2006-12-16 23:49.

I am still unable to vote on any alliance proposals whether proposed by me or any other members
I get an error "access violation at address 00646b1d in module 'se5.exe'. read of address 00000020"

I click ok then I get the same error with violation address of 006dfc72, read address of 00000528.

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There is a fix in the next patch

Submitted by evilginger on Sun, 2006-12-17 05:55.

Sarin wrote:
I am still unable to vote on any alliance proposals whether proposed by me or any other members I get an error "access violation at address 00646b1d in module 'se5.exe'. read of address 00000020"

I click ok then I get the same error with violation address of 006dfc72, read address of 00000528.

If I recall it right their is a fix for this on the 1.18 or 1.19 change log I will have to see what happens when the next patch comes out. though I dont expect that save games will be compatable

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Rilbur's picture

Colonizer Levels

Submitted by Rilbur on Sun, 2006-12-17 12:02.

evilginger wrote:
I would mod benefits in colony tech giving extra space for building facilities on worlds in much the same way as hull size increases work. Of course you might get people moaning about wasted space. The other good change would be varying the sizes of facilities as at the moment they are all 1kt and I believe and mirror the strict number limit of facilities system from SEIV

The code doesn't work that way. Once a planet is colonized, its colonized, with a size determined by planets.txt for both facilities, supply, and cargo.
_______________________
There are 10 types of people in the world:

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

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I too shelved the game waiting for more development

Submitted by vorius on Sun, 2006-12-17 13:15.

Yeah i did the same thing. I bought the game to invest in it's development and I am just patiently waiting for it to be polished off before I try playing again. I really don't mind because I have like 4 other games I haven't even started playing yet i've been so busy I have little time tp play lately. But I can't wait for the time when I can get some free time and play SEV again Smiling

From the short time I played the game after I first got it, here were the most glaring problems IMO:

1. The most major and obvious of all- the lack of a competitive AI.

2. Being able to retrofit units just like you can retrofit vehicles (too much micromanagement to build replacement and jettison old model)

3. Weapon balancing vs planets- right now bombardment weapons and biological warfare are pointless, because a simple low level railgun on a frigate will completely annihilate a colony.

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tverdoon's picture

<pointless subject bar>

Submitted by tverdoon on Mon, 2006-12-18 08:43.

vorius wrote:
1. The most major and obvious of all- the lack of a competitive AI.

I really hope someone (Aaron or a modder) works at fixing that ASAP. GalCiv2 raised the bar for AI play and there's no going back now.

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subject fields are a royal pain

Submitted by evilginger on Mon, 2006-12-18 09:25.

tverdoon wrote:
vorius wrote:
1. The most major and obvious of all- the lack of a competitive AI.

I really hope someone (Aaron or a modder) works at fixing that ASAP. GalCiv2 raised the bar for AI play and there's no going back now.

Numerous Modders are working on this the AI the balance Mod is good as is the Tarsus group of AI's both are still being worked on and Aaron is being harassed to do things which will allow the Moders to further improve things

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cordas's picture

what me quote *NEVER*

Submitted by cordas on Mon, 2006-12-18 11:36.

Quote:
1. The most major and obvious of all- the lack of a competitive AI.

I really hope someone (Aaron or a modder) works at fixing that ASAP. GalCiv2 raised the bar for AI play and there's no going back now.

Its being dealt with goto the moders forum

http://www.spaceempires5.com/en-US/forum/4

and look for the Tarsus mod, this adds in 3 better AIs, there will be a new version of this mod coming out shortly (0.7) we have been promised that will further improve these races and add in 1 or 2 more.

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