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

FQM 5.00 Beta 2

Submitted by Fyron on Fri, 2007-02-02 03:49. SE:V MODs

Announcing the posting of FQM 5.00 Beta 1, for SE5.

download link (131 KB)

This mod features:

* More realistic placement of planet types, with rock in the inner rings, gas giants in the middle, and ice on the fringes.
* Most of the funky quadrants from FQM for SE4, such as Spaghetti, Old, Newborn, Paradise, Super-Grid and Maze.
* Nebulae that look more like nebulae, with 70 storms per system.
* Multicolored nebulae for more variety.
* More ability variation on stellar objects, including asteroids and storms.
* 4 and 5 star systems.
* Protostars, with storm color coordinated to star color.
* Real star names instead of the wacky stock ones.
* And more!

Please note that this is a work in progress. There are bound to be quirks, which you should report. All suggestions for improvement are welcome! Issues are more likely to get a quick response here

‹ IRM v 0.8a released! IDEAS AND SUGGESTIONS? ›
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Psieye's picture

Re: FQM 5.00 Beta 1

Submitted by Psieye on Fri, 2007-02-02 04:10.

Judging from your description... this mod is completely compatible with any other mod which focusses on AI, tech tree, etc?

That is, if .txt files are merged with other mods

---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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Captain Kwok's picture
Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Captain Kwok on Fri, 2007-02-02 08:03.

Yes, that is generally how FQM worked in SE:IV or at least the standard version. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Re: FQM 5.00 Beta 1

Submitted by Nevyn on Fri, 2007-02-02 08:27.

One thing I'd love to see is a much greater variety in warp travel. The warp points allow for an interesting range of abilties, and there is something about inter penetration(two ships exploding if your using similtanious transit?) and transit time between ships if your not and your entering combat on the other side, so more interesting warp points that aren't 100% reliable might make the game a lot more variable.

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Psieye's picture

Re: FQM 5.00 Beta 1

Submitted by Psieye on Fri, 2007-02-02 08:43.

Fyron, which lines of Settings.txt did you change compared to stock?
---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: FQM 5.00 Beta 1

Submitted by Orzelek16 on Fri, 2007-02-02 12:33.

He only disabled music - line 16 set to FALSE.
PS
To use this FQM with Ballance mod you need to copy its files except Settings.txt from Data directory to BM mod data directory.

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Psieye's picture

Re: FQM 5.00 Beta 1

Submitted by Psieye on Fri, 2007-02-02 12:49.

No, I'm spotting other lines were changed too, e.g. "number of systems in a Small Galaxy" and "Weapon Range Short means 30". Well, I usually always go through the whole thing and edit bits anyway (e.g. More Crits!)

---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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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Fri, 2007-02-02 14:58.

I copied the settings.txt from stock 1.25 and disabled the music... Any other changes you see are likely changes made by the SE5 patch. I really shouldn't have included the settings file, but I didn't think about it.

You can use a program like WinMerge to see the differences between two text files automatically, rather than scanning line by line.

Nevyn:
It is not possible to mod warp point travel. All we can do is add damage to the WP objects..

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Re: FQM 5.00 Beta 1

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

It may not be possible to add warp point travel, but adding "small" warp points that only allow less than 300 kt ships through or other limitations would make for some nifty map layouts. Which would probably confuse the AI, but darnit, they'd be fun! Smiling

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Fri, 2007-02-02 17:19.

You can't restrict entering WPs by tonnage either. You can make a new vehicle class that is like a ship, but cannot warp (like a fighter), but that is about it.

I won't ever implement this in FQM though, so any continued discussion should probably be taken to a new thread.

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Re: FQM 5.00 Beta 1

Submitted by Mylon on Fri, 2007-02-02 17:22.

There must be a lot of vestigial code and data in the modding text files then. When you view info on warp points in game, they mention a tonnage limit, and text files mention varying tonnage limits as well.

What about the "weird" warp points from SEIV? Are those gone as well?

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Fri, 2007-02-02 18:04.

These settings did not restrict warping:
Warp Point Tonnage Allowed Size Tiny := 1
Warp Point Tonnage Allowed Size Small := 5
Warp Point Tonnage Allowed Size Medium := 1
Warp Point Tonnage Allowed Size Large := 1
Warp Point Tonnage Allowed Size Huge := 1

===

SE5 has unusual warp points. Or were you referring to FQM SE4 making every warp point unusual?

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Re: FQM 5.00 Beta 1

Submitted by Mylon on Fri, 2007-02-02 18:48.

Fyron wrote:
SE5 has unusual warp points. Or were you referring to FQM SE4 making every warp point unusual?

Drat, I was hoping it could be limited. And I haven't noticed any unusual warp points in SE5 yet. So I am looking forward to FQM making them more prevalent. Smiling

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Re: FQM 5.00 Beta 1

Submitted by javaslinger on Fri, 2007-02-02 20:00.

Can I and if so how do I install this mod to work with Balance Mod? Or will it screw it up?

Thanks,

Javaslinger

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Atrocities's picture
Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Atrocities on Fri, 2007-02-02 20:02.

Looking forward to testing it Fyron.

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Captain Kwok's picture
Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Captain Kwok on Fri, 2007-02-02 20:30.

javaslinger wrote:
Can I and if so how do I install this mod to work with Balance Mod? Or will it screw it up?

You'd want to copy the following 4 files from FQM's data folder to the Balance Mod's data folder:

SystemTypes.txt
StellarObjectTypes.txt
StellarAbilityTypes.txt
QuadrantTypes.txt

You'd then copy the FQM's Effects folder into the Balance Mod's Pictures folder so that the electro-storm animation will appear.

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Sat, 2007-02-03 00:35.

Mylon:
SE5 has unusual warp points. Like SE4, they only appear next to black holes. Unlike SE4, they look exactly the same as normal WPs. Check out the abilities of WPs next to black hole systems; you will see a damage ability.

Quote:
You'd then copy the FQM's Effects folder into the Balance Mod's Pictures folder so that the electro-storm animation will appear.
It doesn't actually appear in-game yet, because I couldn't figure out how to make it work. I believe an effect needs creating in BitmapEffects_System.txt, then that needs adding to the nebulae entries in XFileClasses_Stellar.txt, but I don't know how exactly to make them work. The animation frames that should go along with the electrostorms were posted here when SJ sent me the image, for reference. If anyone can make them appear in storms to get occasional lightning effects, that would be great...

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Re: FQM 5.00 Beta 1

Submitted by Fallen Haven on Sun, 2007-02-04 16:34.

Fyron, while you are modding this, maybe you could take a look at the asteroids... I noticed serious slow down whenever they are present (stock code), but other animations don't have such drain...

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Sun, 2007-02-04 23:10.

How many asteroids are you talking about? One field? A ring as in the systems that are just asteroids and a star?

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Re: FQM 5.00 Beta 1

Submitted by Mylon on Mon, 2007-02-05 00:18.

I never was too fond of how FQM (for SEIV) handled asteroids. It looked purdy and all, but when one started using planet generator components, it got a little unbalanced and cluttered. It was more of a workaround for how SE represents asteroid fields (as taking up a single sector) than anything else.

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Mon, 2007-02-05 01:47.

Thus, the no-AST quadrant variants.

In SE5, it will probably be possible to make true rings that do not require 20 asteroid objects.

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Re: FQM 5.00 Beta 1

Submitted by Mylon on Mon, 2007-02-05 05:00.

Two things, a quick question and a suggestion:

The question is, can two stellar object occupy the same sector? One player was saying how he used storms to hide planets in SEIV, which I thought was very clever. It might be nice to go back to having moons (in the same sector) and cut down on planets by just a little bit.

The suggestion is that I would like to see some storms have have system side consequences. Perhaps as a means to make a more "dynamic" battlefield. Many of the abilities have a description that does not specify that it only applies to that sector, ("renders all shields useless"), and may very well make for some more interesting gameplay if their effects were system wide.

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Re: FQM 5.00 Beta 1

Submitted by Fallen Haven on Mon, 2007-02-05 08:36.

The last time i got the problem it was on a system that had one star, several planets and lots of asteroids fields. A ship crossing that system would do it at crawl speed...

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Re: FQM 5.00 Beta 1

Submitted by Fallen Haven on Mon, 2007-02-05 08:40.

Mylon wrote:
The question is, can two stellar object occupy the same sector? One player was saying how he used storms to hide planets in SEIV, which I thought was very clever. It might be nice to go back to having moons (in the same sector) and cut down on planets by just a little bit.

Might be related, i found that i could increase the size of each sectors and the whole system in Setting.txt. Systems don't look as cluttered when sectors are bigger. But it has the drawback it's more difficult to see the whole system without zooming out...

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Mon, 2007-02-05 13:47.

Mylon wrote:
The question is, can two stellar object occupy the same sector?
You can place as many objects as you like in the same sector.

Quote:
One player was saying how he used storms to hide planets in SEIV, which I thought was very clever.
That happened sometimes in the newborn systems in FQM SE4. I haven't examined enough Protostar systems in SE5 to see it will randomly place them in the same sector. Hmm...

Quote:
It might be nice to go back to having moons (in the same sector) and cut down on planets by just a little bit.
I have no plans to put moons in the same sector as the planets. If you've got python installed, you can easily make your own copy of FQM do so by editing this line in _solar_systems.py (around line 188, near # Generate moons, if necessary.) and running it:

buf += 'Obj ' + str(i) + ' Position ' + spaces(i) + ':= Offset ' + str(pnum) + ' Ring ' + str(ring) + '\n'

Change it to:

buf += 'Obj ' + str(i) + ' Position ' + spaces(i) + ':= Same As ' + str(pnum) + '\n'

Quote:
The suggestion is that I would like to see some storms have have system side consequences.
I'm a little leery of doing that...

SpaceEmpires.net | Space Empires Wiki

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Mod Designer

Re: FQM 5.00 Beta 1

Submitted by Fyron on Tue, 2007-02-06 01:09.

I have uploaded Beta 2.

Version 5.00 Beta 2 - 05 February 2007:
1. Changed - Warp Points now have more variety for abilities.
2. Added - Fancy lightning effects to non-nebula storms, courtesy of Suicide Junkie.

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Re: FQM 5.00 Beta 2

Submitted by PyroMancer on Tue, 2007-02-06 03:32.

Fyron wrote:
* More realistic placement of planet types, with rock in the inner rings, gas giants in the middle, and ice on the fringes.

How do you know that is more realistic placement? Just cause that's the way our solar system is setup doesn't mean others will be like that. Who knows what kind of strange layouts we might find in the universe. We know very lil of planets orbiting other stars. We can detect some of the bigger ones because of their gravitational effects but as for seeing what they are made of we can't be as sure Eye-wink. Also if your going for realism I'm not sure how common trinary star systems are. But I know Bynarray systems are very common but are unlikely to have planets from what we know of them. So you'd end up with a game with few systems that had planets which wouldn't be as interesting for a game hehe.

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Re: FQM 5.00 Beta 2

Submitted by evilginger on Tue, 2007-02-06 03:45.

On which point vaguely remember reading an article about the discovery of super massive gas giants in other star systems in venues or closer orbits. I also understand that super massive gas giants have been found in binary systems but they seem to be part of a trinary system with the stars rather than orbiting either or both stars. The thing is we don’t know how representative the one solar system we are familiar with is and any extrapolation based on a sample of one is basically an educated guess.

However its an interesting concept for a mod not withstanding

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Re: FQM 5.00 Beta 2

Submitted by Fallen Haven on Tue, 2007-02-06 03:49.

PyroMancer wrote:
How do you know that is more realistic placement? Just cause that's the way our solar system is setup doesn't mean others will be like that. Who knows what kind of strange layouts we might find in the universe. We know very lil of planets orbiting other stars. We can detect some of the bigger ones because of their gravitational effects but as for seeing what they are made of we can't be as sure Eye-wink. Also if your going for realism I'm not sure how common trinary star systems are. But I know Bynarray systems are very common but are unlikely to have planets from what we know of them. So you'd end up with a game with few systems that had planets which wouldn't be as interesting for a game hehe.

A sniplet taken from wikipedia :

Systems consisting of more than two components, known as multiple stars, are also not uncommon and are generally classified under the same name. The components of binary star systems can exchange mass, bringing their evolution to stages that single stars cannot attain. Examples of binaries are Algol (an eclipsing binary), Sirius, and Cygnus X-1 (of which one member is probably a black hole).

As for planets and their composition, we do know what the discovered planets are made of. Most are gas giants, some much larger than jupiter. Smaller planets are difficult to spot with current technology...

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Rilo57's picture

Re: FQM 5.00 Beta 2

Submitted by Rilo57 on Tue, 2007-02-06 15:16.

The storm effect is very cool.

SEV, more than a feeling.

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Mod Designer

Re: FQM 5.00 Beta 2

Submitted by Fyron on Tue, 2007-02-06 15:35.

Quote:
How do you know that is more realistic placement?
I do know that you won't find any ice planets in close orbitals to the star, and any rocky planet in a far flung orbital will be pretty icy. Eye-wink Certainly its possible that the middle bands might have more mixup between the types, but this way was a lot easier to set up.

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Re: FQM 5.00 Beta 1

Submitted by javaslinger on Tue, 2007-02-06 19:52.

Captain Kwok wrote:
javaslinger wrote:
Can I and if so how do I install this mod to work with Balance Mod? Or will it screw it up?

You'd want to copy the following 4 files from FQM's data folder to the Balance Mod's data folder:

SystemTypes.txt
StellarObjectTypes.txt
StellarAbilityTypes.txt
QuadrantTypes.txt

You'd then copy the FQM's Effects folder into the Balance Mod's Pictures folder so that the electro-storm animation will appear.

-----

Space Empires Depot | SE:V Balance Mod

Do the rest of the files go into the normal folders? ie non-BM folders?

Thanks,

Javaslinger

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Captain Kwok's picture
Mod Designer

Re: FQM 5.00 Beta 2

Submitted by Captain Kwok on Tue, 2007-02-06 23:02.

You'd install FQM as you do any other mod. You're just overwriting a few files in the Balance Mod's data folder with FQM ones to get the new system types etc.

Alternatively, you could also copy your Balance Mod folder (if you want to preserve an unaltered copy of the Balance Mod) and call it something like "Balance Mod FQM" and copy the needed files as described previously. It would probably be helpful to edit that folder's modinfo.txt with a different name as well. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: FQM 5.00 Beta 2

Submitted by Fyron on Tue, 2007-02-06 23:24.

Note that you also need the XFileClasses_Stellar.txt and BitmapEffects_System.txt files in beta 2+.

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Henk Brouwer's picture

Re: FQM 5.00 Beta 2 and IRM

Submitted by Henk Brouwer on Wed, 2007-02-07 01:58.

Just some information:
I tried to combine the Inter related mod and FQM, I used the same method as the one described for balance mod above, but found out that an additional change was needed, the IRM formulas.txt file is missing the "Formula Planet Temperature"
when this is added FQM seems to work fine.

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Re: FQM 5.00 Beta 2 and IRM

Submitted by Fallen Haven on Wed, 2007-02-07 02:09.

Henk Brouwer wrote:
Just some information: I tried to combine the Inter related mod and FQM, I used the same method as the one described for balance mod above, but found out that an additional change was needed, the IRM formulas.txt file is missing the "Formula Planet Temperature" when this is added FQM seems to work fine.

This is because i had attempted to fix planet temperature a while ago. I also tryied to do something similar to FQM, but in a more primitive way. Let's see what Fyron can come up with in his following version, i'm sure he will do much better than i did.

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Mod Designer

Huge memory leak issue

Submitted by CP1985 on Thu, 2007-02-08 14:17.

For some weird reason playing FQM is causing a very accelerated memory leak on my computer. I can play max of 10-15 turns before I have to save, exit and reload. I still get a memory leak playing stock but it takes much much longer to start occuring and when it does start it takes a long time to reach the point where I have to exit and reload. I did make a few changes to the settings.txt - I enabled music, changed the max systems, changed the amount of computer players per low,medium,high and thats about it. I made sure I used a systems names file that can incorporate the max systems settings. Could it be that changing the amount of systems has caused the memory leak to be worse?

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Re: Huge memory leak issue

Submitted by Fallen Haven on Thu, 2007-02-08 16:04.

CP1985 wrote:
Could it be that changing the amount of systems has caused the memory leak to be worse?

I think the problem is more likely to be the new animations FQM5 beta 2 introduced.

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Mod Designer

Re: FQM 5.00 Beta 2

Submitted by Fyron on Thu, 2007-02-08 16:39.

Note that the included system names file has 292 names in it.

The lightning effect is fairly unlikely to have accelerated a memory leak. It only appears in non-nebula/protostar systems, and only adds 4 animated objects. What might be more likely is the increased number of storm objects in nebulae, if the memory leak has to do with rendering system objects. Increasing max system number and the empire amount settings will definitely cause more memory to be used, faster.

CP1985:
What exactly happens in those 10 to 15 turns? What kinds of systems do you view, and how frequently?

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Mod Designer

Re: FQM 5.00 Beta 2

Submitted by CP1985 on Thu, 2007-02-08 19:22.

I have 1 large nebulae system that I've scaned so far, I could send you my saved game but I dont think it would load properly because of the modifications I made. One thing to note is that my frames per second drop to around 32-33 while viewing the nebulae system. All the other systems stay at around 90-100. I'll try FQM beta 2 and just keep default settings and I'll report back. By the way I do like the mod very much, everything is running fine except for the memory leak which is probably my fault lol. Thanks
for a great mod! I've enjoyed FQM for SEIV as well.

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Thoses damaging warp points...

Submitted by Fallen Haven on Thu, 2007-02-08 22:13.

Are seriously annoying. Lost a few ships already to them. They do a lot of damage to early ships, even i my mod. One of the worst part of it is when both entry and exit are booby traped. And obviously, the AI can't do anything about this, it will keep sending ships to their death, often with no other choices since it's the only way toward expension...

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Mod Designer

Very Odd Occurence

Submitted by CP1985 on Fri, 2007-02-09 00:24.

Hey guys reporting back on another game I played. This time with FQM Beta 2 with no changes. Everything is running fine, I've played all the way to turn 93 without even seeing any evidence of any kind of memory leak. Some strange things happened though. I had a very bad game start, it placed the Xichung 1 system away from me lol. War breaks out, I made the mistake of not finding their homeworld right away. I didnt fully survey the system next to mine. The other mistake was using Depleted uranium cannons on my ships. They have higher ship defenses than other races, so none of my shots ever hit a Xichung ship. Their ships could never hit one of mine either lol. Eventually I switched to missiles, assembled a fleet of 8 destroyers and took out their homeworld without effort. I decided that I wanted to wipe them out completely so I built another kind of ship with DUC cannons to destroy their satellites. I sent my new ship to destroy their satellites, my ship is armed with 5 level 5 DUC cannons. This was very strange while attacking I noticed that no damage was being dealt to the satellites. Is this a bug? It only had 50 armor and 70 internal structure, my ship should have one shoted it. I thought satellites didnt have any defense? Anybody else notice this?

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Mod Designer

Re: FQM 5.00 Beta 2

Submitted by Fyron on Fri, 2007-02-09 00:53.

SE5 incorrectly applies sector scoped to hit penalties ("Sensor Interference" ability) to the entire system. This bug should be addressed by the next patch.

Fallen Haven:
Blargh, I swear I meant to take the damage ability out of the normal WP ability list. Expect it to be gone in beta 3!

You can easily remove it yourself by changing line 760 (the first ability of Normal Warp Point) in StellarAbilityTypes.txt from:

Ability 1 Chance := 100

to:

Ability 1 Chance := 0

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Re: FQM 5.00 Beta 2

Submitted by Fallen Haven on Fri, 2007-02-09 13:20.

Fyron wrote:
SE5 incorrectly applies sector scoped to hit penalties ("Sensor Interference" ability) to the entire system. This bug should be addressed by the next patch.

Fallen Haven:
Blargh, I swear I meant to take the damage ability out of the normal WP ability list. Expect it to be gone in beta 3!

You can easily remove it yourself by changing line 760 (the first ability of Normal Warp Point) in StellarAbilityTypes.txt from:

Ability 1 Chance := 100

to:

Ability 1 Chance := 0

Hum... I might be wrong, but i believe chance should be % (ie 1-100), but many of your entries have it over 100... Of course, i never truly fiddled with this, i'm not sure...

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Captain Kwok's picture
Mod Designer

Re: FQM 5.00 Beta 2

Submitted by Captain Kwok on Fri, 2007-02-09 13:41.

The chance amounts are in tenths of a percent. So 100 = 10%.

-----

Space Empires Depot | SE:V Balance Mod

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Re: FQM 5.00 Beta 2

Submitted by Fallen Haven on Fri, 2007-02-09 13:50.

Captain Kwok wrote:
The chance amounts are in tenths of a percent. So 100 = 10%.

That explain everything...

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Re: FQM 5.00 Beta 2

Submitted by Astroshak on Sun, 2007-02-11 11:59.

About the question of how representative our star system is to others :

Isn't the Centauri system a trinary? A binary system with a "distant" third star?

Can't remember where I'd heard that ...

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Re: FQM 5.00 Beta 2

Submitted by Fallen Haven on Sun, 2007-02-11 17:24.

Astroshak wrote:
About the question of how representative our star system is to others :

Isn't the Centauri system a trinary? A binary system with a "distant" third star?

Can't remember where I'd heard that ...

Yes, it's a trinary system.

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