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

game exploits

Submitted by lcc2 on Tue, 2007-01-23 20:16. Space Empires V General

What game exploits do you use ? I just needed a little bit of information and did not want to learn it the hard way. So I went to empires, selected the empire in question, selected send message, selected propose trade, selected set get items, selected planets, and got a list of all his planets. Evil me. Tell me yours.

‹ Personality Group?? Lost Technology, Ruins, "the Ancients" ›
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Re: game exploits

Submitted by Zzyzx on Wed, 2007-01-24 01:35.

I use one for loading mines that have been launched into space. I take the mine layer to the sector with the mines, then go to the cargo view. Then I can load them back into the boat.
I figure it is an exploit because you cannot go to the recover/launch window and load the miens back into the boat.

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Psieye's picture

Re: game exploits

Submitted by Psieye on Wed, 2007-01-24 03:41.

Right now, there's a bug that vastly overpowers suicide warheads. The damage done by a single fighter/drone ramming is equal to EVERY SINGLE WARHEAD'S DAMAGE (all such warheads on all deployed units that is) added together. So 100 fighters each equipped with a 200 damage Kamikaze warhead will result in a 20000 damage collision, then 19800, etc.

Entire Baseships go down in one hit, and Kamikaze fighters can be well protected so PD doesn't help much.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: game exploits

Submitted by scaseman on Wed, 2007-01-24 08:12.

I use the minefield exploit as well. Its very useful to move unwanted minefields to a new location. I dont really consider it an exploit however as in real life it would pe quite possible to do this. Just deactivate the minefield with a coded radio signal. Then scoop them up.

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Scottmm78's picture

Re: game exploits

Submitted by Scottmm78 on Wed, 2007-01-24 09:56.

Drones with unlimited Supplies when launched from a planet if in not a bug it should be

I make a drone with massive engines and sensors and use them as unlimited ranged scouts I can survey a system in 2-3 rounds and go on to the next.

also great for waging war on an empire that is on the other corner of the map

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Badger's picture

Re: game exploits > Drones.

Submitted by Badger on Wed, 2007-01-24 11:08.

Scottmm78 wrote:
Drones with unlimited Supplies when launched from a planet if in not a bug it should be

I make a drone with massive engines and sensors and use them as unlimited ranged scouts I can survey a system in 2-3 rounds and go on to the next.

also great for waging war on an empire that is on the other corner of the map

I thought it was a little odd that drones can warp, myself.
what, then, is the point of a Drone launcher?

i think of Drones as system-ships, needing transport like a figther.
Maybe I'm stuck in SFB?

but i think drones should be a bit cheaper AND unable to warp.

if you want Drone ships, well, isn't that why we made master computers?

But in short, i have been doing some thing similar - building "shipbreaker" drones all over, and launching them from all across my empire togather at a resupply station on the other side of a warp point from my victim.
that they are self-transporting is just a bonus!

Anyone who wants power; by definition, cannot be trusted with it...

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Badger's picture

2 game exploits

Submitted by Badger on Wed, 2007-01-24 14:24.

These aren't quite as nasty...

1. Freighters make the best tenders...

Cargo is cargo...

Unless you plan on assaulting a warp point - the only time speed launching is really important (in system, launch out of combat, kidz)- use freighters.

a freighter with 1 fighter bay, 1 mine layer, 1 satellite bay, and a BUNCH of cargo capacity will out-perform other hull types as a tender - you should even have room for a repair bay or 2, a necessity for any serious tender.

only a carrier comes close, and since it has combat speed, is the obvious choice for your forward fleets... it can still have just 1 mine and 1 sat bay and do nasty, horrible things...

2. Killer Frigates.

The nice thing about continued research into hull sizes is they get larger AND harder to hit.
weird? maybe. i'm going to assume it just means it reaally IS smaller, we are just that expert at designing the use of space...
ne way, once your FRIGATES hit size 400, large ship mount them, don't forget the ecm's, and you have atruly punishing close-assault ship.
Got shield depleters? mount 'em up on this bad boy and introduce your friends to the joys of boarding...
If ANYTHING can get in that close, its these evil suckers.

3. Parthian Ships...
"SHUT UP, Badger..."

Anyone who wants power; by definition, cannot be trusted with it...

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teh phear's picture

Re: game exploits

Submitted by teh phear on Wed, 2007-01-24 16:26.

Parthian ships?

But with the drone can go anywhere thing, mine can't. Mine can only move 1 space per turn, and yes they have a bunch of engines, plenty supplies, and bonus movement points (maybe thats it?)i created a drone nuclear warhead (cuz i was bored) but they can only be launched via drone carrier in that sector. Pie.

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thedude's picture

Re: game exploits

Submitted by thedude on Wed, 2007-01-24 19:23.

1) shave a turn off some builds

Shipyards are still carrying-over production to items that are not "batched" in groups. My understanding is that unused construction capacity should not be applied to the next item/group of items in the construction queue.

2) multiple retrofits (in 1 turn) to upgrade a ship > 50% of its original design

This was forbidden to some degree in SE4 (eventually) and I believe the rule is the same in SE5.

3) cut travel time in rare cases

auto-pathing through un-explored systems/warp points

4) win more often

crank up battle speed to 8x so computer can't shoot down my missles w/ Point Defence

5) lazy defence

computer AI issues

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Badger's picture

Re: game exploits "Parthian" Ships

Submitted by Badger on Wed, 2007-01-24 19:41.

Yep, 'Parthian' ships...

Fast missile ships (mounted archers)that will shoot at you from CSM range (or whatever weapon) and not let you any closer than that.
Particularly brutal against stock AI.(then again, what ISN'T?)

http://en.wikipedia.org/wiki/Parthian_shot

Troll? No, Sir, I am a BADGER!

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Thy Reaper's picture
Mod Designer

Re: game exploits

Submitted by Thy Reaper on Wed, 2007-01-24 21:40.

thedude wrote:
1) shave a turn off some builds

Shipyards are still carrying-over production to items that are not "batched" in groups. My understanding is that unused construction capacity should not be applied to the next item/group of items in the construction queue.

Actually, it's supposed to work this way. I prefer it this way, and I believe most others do, too.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Re: game exploits

Submitted by Fallen Haven on Wed, 2007-01-24 22:37.

Thy Reaper wrote:
Actually, it's supposed to work this way. I prefer it this way, and I believe most others do, too.

Yes, and i don't find it an exploit. It's not like a shipyard should stop building because it finished a batch and switched to another. It can process x number of ressource per turn, it does not matter what it is spent on.

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thedude's picture

cool

Submitted by thedude on Wed, 2007-01-24 23:08.

cool..thought I read somewhere that it wasn't supposed to carry over.

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Mod Designer

Re: game exploits > Drones.

Submitted by Fyron on Thu, 2007-01-25 03:16.

Badger wrote:
I thought it was a little odd that drones can warp, myself. what, then, is the point of a Drone launcher?
Drones are more like interstellar (and intergalactic) missiles. They are not system ships in the stock SE universe. You could mod them to be unable to warp quite easily, though. Refer to VehicleUnitTypes.txt.

Drone launchers exist so you can have mobile launch platforms, set up hidden bases to launch them from nebulae, etc.

thedude wrote:
Shipyards are still carrying-over production to items that are not "batched" in groups.
That was the entire purpose when we suggested construction point "spillover" during the beta. Batching in groups should not be viewed as anything special.

thedude wrote:
2) multiple retrofits (in 1 turn) to upgrade a ship > 50% of its original design

This was forbidden to some degree in SE4 (eventually) and I believe the rule is the same in SE5.

For reference, it was never forbidden in SE4 in sequential movement (default SP) mode. It was only limited to 1 per turn in simultaneous movement (aka PBW, TCP/IP) mode.

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Re: game exploits

Submitted by evilginger on Thu, 2007-01-25 03:39.

Drones are a useful if expensive ways of clearing guarded warp points or at least softening up a defensive fleet in stock I have used recon drones with standard and Tachyon sensors on them but I mostly play IRM nowadays where drones are basically extremely long range missiles and wont mount sensor suites they are useable as planet killers however and are just about the only way to kill a planets population since bombardment is much less powerful with IRM pitifully so if you aren’t using bombardment weapons to do it with. I have seen squadrons of frigates empty all there ordinance into a planet and do single figure levels of damage.

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Re: game exploits

Submitted by msnevil on Thu, 2007-01-25 07:11.

Small Kamakazie ships around a worm hole.

Making a worm hole over a over fortified planet. (seiv)

The old disable AI engines, and let them sit in space.

Send a few ships with a mine layer to the AI homeworld. While the few ships commit suicide, move the mine layer to the edge of the battle radius. And when the battle ends, Drop all the mines. And resupply\redo. The same can be done with planet killers, sat layers, etc.

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pikcachu20's picture

Re: game exploits

Submitted by pikcachu20 on Thu, 2007-01-25 15:48.

1. Freighters make the best tenders...

This idea is great =) Thanks

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Re: game exploits

Submitted by MisterBenn on Fri, 2007-01-26 05:17.

An exploit with ships which I suspect is well known:

A ship with some emergency propulsion / resupply / re-ordnance components, along with repair bays can use the components to provide instantaneous boost in movement / supply / ordnance, then next turn repair those damaged components so you can do the same again and again and again!

It's a pretty dirty tactic though. Considering the AI has enough trouble competing with humans right now, if you resort to this you should be ashamed!

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Re: game exploits

Submitted by Bob Morane on Fri, 2007-01-26 05:31.

Scrap population :

I think this can be considered an exploit too. If you have several races, want to undome a colony, and don't want to send tenths of freighters, just scrap the unwanted population. It doesn't even have a diplomatic penality!

Scan a ship without scanners :

I'm sure some of you already know this one, but it's one of the best exploits to me. You can scann a ship long before you have scanners. Just go to sector view, mouse over the ship so his summary apears in the bottom panel, and right click on this bottom panel : all the components will be visible just as if you were in combat. You will even know if they are damaged and how much supply/ordnance the ship have.

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