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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Balance Mod v1.03 Available!

Captain Kwok's picture
Submitted by Captain Kwok on Thu, 2007-02-01 18:46. SE:V MODs

Well, v1.03 of the Balance Mod has finally been posted. Keep an eye for any weirdness. Sticking out tongue

Download here:
http://www.captainkwok.net/balancemod.php

Here are the details:

Version 1.03 (01 February 2007)
-------------------------------

1.  Fixed   - Error in maximum level for Organic and Crystalline Baseships
2.  Fixed   - Some ships had the incorrect number of maximum engines  
3.  Fixed   - Error in ability amount for Mineral Scanner facilities
4.  Added   - Updated generic slot layouts (Thanks to Fyron)
5.  Changed - Slight increase in supply usage for seeker weapons
6.  Changed - Slight reduction in defense structure for Crystalline Torpedoes
7.  Changed - Small increase in bolt speed for bolt weapons
8.  Changed - Increased damage amount required to kill population
9.  Changed - Slightly adjusted base reproduction rate
10. Fixed   - Error in attenuation for Hyper-Plasma Bolts
11. Changed - Improved AI's facility selection for its colony types
12. Changed - AI will no longer add ordnance storage on ships/units that don't use ordnance
13. Added   - AI will scrap obsolete Weapon Platforms
14  Changed - AIs will take score into consideration for accepting treaties
15. Changed - Reduced anger ranges for some of the AI's proposed treaty types
16. Updated - AI research spending tweaked
17. Updated - AI Scripts

‹ FQM 5.00 Beta 3 System Type ›
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Re: Balance Mod v1.03 Available!

Submitted by Szun on Thu, 2007-02-01 20:44.

woot!

edit: and 1st bug: Crystaline Dreadnought has only max lvl 3 instead of 6

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Re: Balance Mod v1.03 Available!

Submitted by Mylon on Fri, 2007-02-02 03:06.

I was reviewing your updates because my mod is based off of Balance Mod (at least, initially) and I noticed that you changed the supply usage of seeker weapons and this confused me a bit. Seeker weapons could use a nerf, I agree, but I would think they would consume more ordinance, not supplies.

I'm not entirely sure why weapons use supplies at all, but I think that's another matter.

By the way, thanks for upping the base reproduction. It eliminates the silliness of a 0% reproduction rate, but at the same time the trivial nature of population makes the low reproductive rate trait seem like easy racial points.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Fri, 2007-02-02 08:02.

You were certainly sad when your race had to close to zero reproduction. Sticking out tongue

The ordnance usage was fine, but the supply usage was actually far less for seekers than other weapons when you considered the size and rate of fire. Also think of supplies as power and that the power is needed for seekers to allow them their own movement etc.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Available!

Submitted by Nevyn on Fri, 2007-02-02 08:24.

Supplies are for the mechanics that fix the technical bugs in the windows based seeker software Sticking out tongue

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Prankowski's picture

Re: Balance Mod v1.03 Available!

Submitted by Prankowski on Fri, 2007-02-02 09:46.

rofl Smiling

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Re: Balance Mod v1.03 Available!

Submitted by evilginger on Fri, 2007-02-02 10:02.

Prankowski wrote:
rofl :)

Also but dident fall of chair as their is not enough space they are not called all called Peter by any chance.

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pikcachu20's picture

Re: Balance Mod v1.03 Available!

Submitted by pikcachu20 on Fri, 2007-02-02 11:02.

Nevyn wrote:
Supplies are for the mechanics that fix the technical bugs in the windows based seeker software :P

Must be using Vista... (sorry shameless bash on MS...I couldn't help it...=) Please don't throw me into forum flame hell.)

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Re: Balance Mod v1.03 Available!

Submitted by Mylon on Fri, 2007-02-02 13:18.

Captain Kwok wrote:
You were certainly sad when your race had to close to zero reproduction. Sticking out tongue

The ordnance usage was fine, but the supply usage was actually far less for seekers than other weapons when you considered the size and rate of fire. Also think of supplies as power and that the power is needed for seekers to allow them their own movement etc.

Windows jokes aside, I view it more as a comparison of storage. The amount of space used to store a missile versus storing a bunch of DUC rounds is vastly different. Supplies ought to be something that energy weapons consume, or in the event of a weapon that can be "manufactured" on the spot, as perhaps some organic weapons, then that would apply.

But I'll get back to working on my mod. I appreciate your efforts with Balance Mod with providing a better base perspective to work from! I have the big task of reworking weapons totally, and from there I'll probably have to delve into the nightmare of AI scripting so they'll learn how to use different components like fighter rocket engines, the different way missiles will work, and being able to handle building giant ships from the start.

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Scottmm78's picture

Re: Balance Mod v1.03 Available!

Submitted by Scottmm78 on Fri, 2007-02-02 15:53.

would not changed Space Combat Crew Boarding Strength :=0.1 in the old BM 1.02 to :=1.0 make the boarding parties 10 times stronger as it is for me there 1/2 as strong it not takes two boarding parties to capture a ship with 100 crew ie a colony or frigate

Also if i make changes to the setting file will thay effect a game already started (save and reload)

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Fri, 2007-02-02 16:41.

That setting controls the boarding defense value of the crew. So 100 crew = 100 boarding defense in the mod.

You can change most items in settings.txt and they will have be used on the next load.

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Space Empires Depot | SE:V Balance Mod

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Martock's picture

Re: Balance Mod v1.03 Available!

Submitted by Martock on Fri, 2007-02-02 18:32.

Captain Kwok wrote:
That setting controls the boarding defense value of the crew. So 100 crew = 100 boarding defense in the mod.

I'm new to this modding stuff for SE5 to bear with me on this. From what you wrote, the equation:
Space Combat Crew Boarding Strength :=0.1 means 100 crew are equal to 100 boarding marines for defense purposes.

Are marines equal 1 for 1 in this respect?

Also, if I were to change the :=0.1 to :=1.0 would that mean 100 crew = 1000 marines or 1000 crew = 100 marines?

What I'm getting at would be to make boarding marines more effect at their specialized task. Would this also help the security stations in their task?

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Fri, 2007-02-02 19:29.

You slightly misunderstood. The crew modifier in the Balance Mod's settings.txt is 1.0, so that is why 100 crew = 100 boarding defense. In Stock, the modifier is 0.1, and therefore 100 crew = 10 boarding defense. Stock Boarding Parties I believe start at 10 "marines", so it has 10 boarding attack. Note the modifier in settings.txt only changes the crew strength relative to boarding attack.

The Boarding Attack and Boarding Defense abilities are of equal weight - so 1 attack is stopped by 1 defense etc.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Available!

Submitted by Nevyn on Mon, 2007-02-05 01:32.

1.02 bug(think I'm using 1.02 anyway) but not listed on your fixed list in 1.03. Drushocka Empire Space Bases, have no supplies. I came across an awesome set of defence bases...., guns, missiles, PD, Quantum Generator.... but no supplies at all, no space for them.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Mon, 2007-02-05 01:39.

Yes. That would be a problem since they don't have any supply storage like ships from engines...

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Grendel's picture

Re: Balance Mod v1.03 Available! - Population happiness bug.

Submitted by Grendel on Tue, 2007-02-06 03:46.

I upgraded to SEV 5.1.25 + BM 1.03 two turns ago.

Now I´ve found I have 4 planets rioting.

Two of them had 10 troops, another one 20 troops, the last one 20 troops, 5 WP and 1 fighter.

As far as I know, the presence of troops should avoid population rioting.

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Prankowski's picture

Re: Balance Mod v1.03 Available!

Submitted by Prankowski on Tue, 2007-02-06 04:43.

yes, but i think the number of needed troops is relativ to the population on the planet. maybe you just have too few troops out there.

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Grendel's picture

Re: Balance Mod v1.03 Available! - Population happiness bug

Submitted by Grendel on Tue, 2007-02-06 07:06.

Planet 1: 10 troops, 5 Million population.

Planet 2: 10 troops, 11 million population.

Planet 3: 20 troops, 21 million population.

Planet 4: 21 troops, 5 WP, 1 fighter -> 23 million population.

Isn´t that enough??

I´m capturing planets with small 12 troops groups... and planets riot whith double amount of troops?? It´s ridiculous!

In the case of planet 4, there are 5 enemy ships in the same system (negative bonus, I suppose), but I have 7 ships there (positive bonus, I suppose). And I destroyed 5 enemy ships in the last 2 turns (as far as I know, this should give me some happiness bonus due to victories).

In the last turn, I captured an enemy planet in another system. Shouldn´t that give an empire-wide happines bonus, or only a system-wide bonus??

Edited: I have "naturally deppresed" trait. But previosly to the patch, planets with 20 troops were raising their happiness (10 troops -> +1 % bonus -> population happiness stable; 20 troops -> +2% bonus -> population happiness rising slowly... or thats what I calculated - and worked!)

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Grendel's picture

Re: Balance Mod v1.03 Available! - Population happiness bug

Submitted by Grendel on Tue, 2007-02-06 08:26.

I´ve been checking my colonies. All them are going angry with an awesome speed. I´ve been keeping them under control with lots of troops for the last 20 turns (some of them were growing happy) and now, after upgrading, all my empire is rioting.

Populations that were "jubilant" (captured planet, 20 troops on it) have turned "Unhappy" in two turns. Another captured colony passed from jubilant to indifferent in two turns, but in this case there are 54 units (25 troops, 29 fighters) in the planet!

If 54 troops aren´t going to be enough to avoid people going angry, something must be wrong.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Tue, 2007-02-06 09:53.

There were a number of fixes to loyalty, assimilation, etc. in the last patch. You're probably seeing some of those affects.

Which flags are the angry populations under? Are the majority still under their flag? If so, I believe the presence of troops might be treated as "Enemy Troops on Planet". Try removing some troops and see what happens.

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Grendel's picture

Re: Balance Mod v1.03 Available!

Submitted by Grendel on Tue, 2007-02-06 10:36.

I only have 2 captured planets (both were jubilant, now are unhappy or indifferent).

the 4 rioting planets I´m talking about are colonies, with population under my flag.

The rest are my colonized planets, with pop under my flag. Planets with 20 troops were slowly raising their happiness, planets with 10 troops just kept their happiness level. All before the patch.

In two turns, most of my colonies are angry. And I have 10-20 or more troops on all of them. Friendly troops placed lots of turns ago.

I´ll try to remove troops in captured planets, to see what happens. But what do I do with ALL my colonies, if they are rioting even with 20+ troops in then??

Maybe the fixes in loyalty/happiness are seriously multiplied by corporate government and depressed trait?

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Prankowski's picture

Re: Balance Mod v1.03 Available!

Submitted by Prankowski on Tue, 2007-02-06 10:40.

with what reason do they riot?? normaly there is a message that tells you what caused the unrest...enemy fleets, lost units etc.
maybe it´s just because the cause weights more on the negative side than your stationed troops do positive.

also i think only troops have that effect so weapon platforms and fighters won´t count....but not 100% sure about that.

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Re: Balance Mod v1.03 Available!

Submitted by Alpedar on Tue, 2007-02-06 10:59.

What about removing population (HA HA HA (*diabolical laught*) )?

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Grendel's picture

Re: Balance Mod v1.03 Available!

Submitted by Grendel on Tue, 2007-02-06 11:25.

I only get the message "population of planet X is rioting". No reasons.

In my last 2 turns, I have destroyed 6 enemy ships and captured 1 enemy planet. Only lost a few fighters/troops, so I suppose I should get possitive bonuses. No war declared. I receive typical "computer" messages from my opponent: "You are bad... bla...", but nothing else.

I have 10-20 troops (not fighters) in all planets. Fighters are counted apart.

I´ve been testing in some games, and planets with 20 troops are happy after 30 turns. Planets with 10 troops go angry, but after 30+ turns they don´t riot.

So I can´t find what is the rioting reason.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Tue, 2007-02-06 12:22.

Captured populations in your empire can get mad (or at least more disloyal) when you're attacking their former empire. If you send me a savegame I might be able to figure what's going on using the debug log.

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Grendel's picture

Re: Balance Mod v1.03 Available!

Submitted by Grendel on Tue, 2007-02-06 14:18.

I´ve sent You last turn file. I hope this helps.

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Potato's picture

Re: Balance Mod v1.03 Available!

Submitted by Potato on Fri, 2007-02-09 18:46.

The one part of the game that still drives me nuts is dealing with retreating enemy ships.

As it stands there is no way to deal with 'non-combat' ships like freighters and colony ships except to completely surround them on the strategic screen, and then micromanage your ships into pinning them against a wall during a tactical fight.

Is there any way we could see retreating toned down in the next edition of the balance mod? Right now it is one of the aspects that keeps me from finishing any of my games.

Thanks Kwok

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Badger's picture

torpdoes in BM?

Submitted by Badger on Fri, 2007-02-09 19:12.

Martock wrote:
I've not really run across any AI ships with meson beams mounted on them ... It seems the weapon of choice for the AI is Anti-proton beams and Anti-matter torpedoes ...
kwok, i was just curious if you changed the AI's default weapons to torp's since i played balance?

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Fri, 2007-02-09 19:26.

A number of races use Torpedoes and they are usually a default selection for most neutrals. The Amon'krie and EEE will use MBs as there primary weapons.

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Space Empires Depot | SE:V Balance Mod

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Badger's picture

Re: Balance Mod v1.03 Available!

Submitted by Badger on Fri, 2007-02-09 20:09.

nifty!
I guess i got too used to seeing the same weapons-
but let me clarify-

different races preferring different weapons, is that SE5, or just something you did?

in the game i was playing, the abiddon kept using APbeam even though they had a superior Psychic weapon, and the Xianti, whom i SWEAR are in every game i play, haven't hti me with temporal anyhting yet.

I did see shard cannons once tho! Eye-wink

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Fri, 2007-02-09 20:19.

Some of the weapon choices were from stock, but I did a lot of extra customization with the weapon choices for each race.

The Abbidon are told to use the APB as their primary weapon - sort of a way to distinguish them from the other Psychic race, the Cue Cappa. APBs are by no means less effective than any Psychic weapon.

It depends on what your setup conditions are and how long you play. If you start with low starting tech points, it will take the AI a bit of time to research their racial tech areas. This might be the reason why you haven't seen the Xiati reach their temporal weapons yet.

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Re: Balance Mod v1.03 Available!

Submitted by Mylon on Fri, 2007-02-09 21:17.

I think I found a bug in the data files. In the vehicle sizes text file, the organic hulls regenerate according to a formula that uses "[%Level]" when it should be according to "[%Level%]" - I don't think organic ships were getting the regeneration they were due.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Fri, 2007-02-09 21:21.

Yeah, I caught that one about a week ago. It's already been fixed for v1.04. Sticking out tongue

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Badger's picture

Re: Balance Mod v1.03 Available! Good Influence.

Submitted by Badger on Fri, 2007-02-09 22:27.

1. the weapons..
at least at those levels, which were similar, the #'s broke in favor of the psychic weapon - i wouldn't lie to you. but overall, that might not be true.
at that point, it was, ton for ton, range for range, dmg spread was lookin better. min-max, i know.
i didn't realize it was an abiddon thing- iwas just used to the ai using default.

2. YOU ARE A VERY ENCOURAGING INFLUENCE.

You know I'm always saying, all i knew was turbo pascal, I can't do this...

your remark encouraged me to glance at the scripts...
I had no idea the scripts were in pseudocode - i thought it was...

i was expecting C++ or something.
I had no idea i could READ it.

I'm not ready to take a plunge, but at least I'm not cowering in superstitious terror.

I recall, though not agreeing with EVERY tech change, being very impressed with the Essence of Balance mod techs - looking at the tree reminded me why.

thanks again--
I don't know where this game would be without you.

I know where i would be though: buying another game.

salutations.

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Badger's picture

Re: Balance Mod v1.03 Available!

Submitted by Badger on Fri, 2007-02-09 22:45.

See?
Ur loved!

Re: GP Weapons. AC, Meson
new
Submitted by Grendel on Fri, 2007-02-09 22:41.
Cap. Kwok made a very good work with Meson/APB:

- Meson Blasters are smaller and short ranged, allowing a lot of firepower at close ranges.
- APB have long range and reduced negative bonuses for distance, working nicely as your Foolproof weapon.

That´s why I love BM.

I´ve told it like a thousand times: Forget about stock, it is so unbalanced that it should be considered a bug.

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Grendel's picture

Re: Balance Mod v1.03 Available!

Submitted by Grendel on Fri, 2007-02-09 22:55.

I´d love to skin a Badger...

Sticking out tongue

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Martock's picture

Re: Balance Mod v1.03 Available!

Submitted by Martock on Fri, 2007-02-09 23:59.

Don't know that they make good eaten though...Are they big enough for a purse?

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Badger's picture

i'll get you; my pretties!

Submitted by Badger on Sat, 2007-02-10 00:06.

... and your little ...

pokemon; too!

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Re: Balance Mod v1.03 Available!

Submitted by Mylon on Sat, 2007-02-10 02:40.

Captain Kwok wrote:
Yeah, I caught that one about a week ago. It's already been fixed for v1.04. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

So, given that organic ships regenerate and can produce ordnance, does this mean they're immune to lasting damage and fatigue? I mean, technically they don't need repair ships or massive ordnance storage, since by entering combat they can regenerate faster than they could repair or potentially resupply.

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Potato's picture

Re: Balance Mod v1.03 Available!

Submitted by Potato on Sat, 2007-02-10 02:56.

Quote:
So, given that organic ships regenerate and can produce ordnance, does this mean they're immune to lasting damage and fatigue? I mean, technically they don't need repair ships or massive ordnance storage, since by entering combat they can regenerate faster than they could repair or potentially resupply.

I am pretty sure the regenration only affects organic armor regeneration and not other components like weapons/engines. I'm playing a balance mod game right now and I have had to build repair ships.

Ordinance vats are amazing though, and the reason I almost always choose organic racial tech. Coupled with solar panels they let a fleet operate independently without any need for resupply bases.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Sat, 2007-02-10 11:29.

Like Potato mentioned, the built-in regeneration on Organic Hulls only helps Organic Armor regenerate a bit faster and doesn't regenerate other components.

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Re: Balance Mod v1.03 Available!

Submitted by Alpedar on Sat, 2007-02-10 13:08.

Does regeneration of Org. armor add? So if my ship have 10 org. armor componets, will it regenerate faster than if it had only one?
Can destroyed/almost destroyed armor be regenerated?

btw, its strange that org. armor does not repair itself out of combat (repairing ship by attacking eg. enemy planet and not fighting is et least bit strange).

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Sat, 2007-02-10 13:52.

Organic Regeneration stacks. As long as their is one Organic Armor left, it can help regenerate destroyed ones. An Organic Armor component itself loses its regeneration capacity itself at 50% damage and will not regain it unless it's healed to 100%.

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Re: Balance Mod v1.03 Available!

Submitted by kanaric on Sat, 2007-02-10 13:54.

Someone mentioned the Xiati, or whatever they are called, not using temporal weapons. In my current game they were the first enemy i fought and they were using them.

On ships running, i wish drones or fighters were faster in BM so at least they could catch up. There has to be some way to stop fleeing ships. In stock I would ALWAYS use drones or fighter for this, i think their speed needs to be raised.

Quote:
Ordinance vats are amazing though, and the reason I almost always choose organic racial tech. Coupled with solar panels they let a fleet operate independently without any need for resupply bases.
They dont resupply enough if you have a lot of pitched battles that drain a significant amount of your supply and ord. Ord might regain quickly enough but not supplies, especially if your using the larger mounts. Though against the AI i guess they should be fine, lol.

I find just having ord/supply storage, especially the 20kt one on larger ships, is more than enough for extended periods.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.03 Available!

Submitted by Captain Kwok on Sat, 2007-02-10 14:01.

Fighters and Drones have about a 50% and 33% speed advantage in combat over most ships - unless you're talking about the system map where fighters are actually slower.

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Re: Balance Mod v1.03 Available!

Submitted by kanaric on Sat, 2007-02-10 15:13.

well in combat drones, the last time i used them in 1.02, were never able to catch up to ships unless I had a clear advantage in engine tech. Usually I was chasing down colony ships. Sure the drones were faster however combat ended or they escaped before it was reachable. Also since they were launched from the ship if I attacked twice in one turn it would have to re-launch instead of continue where they left off.

I'll try it again, maybe they didn't have enough engines or something but I did auto-complete.

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Re: Balance Mod v1.03 Available!

Submitted by Alpedar on Sat, 2007-02-10 19:53.

If you almost catch them and you are playing aginst AI, set tactical map bigger (and longer battle), so you have more time and space to catch them.

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Psieye's picture

Re: Balance Mod v1.03 Available!

Submitted by Psieye on Sat, 2007-02-10 20:32.

Set Retreat to OFF in Settings.txt if you're that bothered by it. Shrink combat mat size too.

---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: Balance Mod v1.03 Available!

Submitted by scaseman on Tue, 2007-02-13 13:10.

The research minister does not appear to be working at all. I turned all the ministers on but you have to manually select your research each turn.

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