Demo 1.25 |
I just checked in again today and saw a new demo 1.25. Thanks, MM, I appreciate the dedication to keeping your product up-to-date.
Now, I've downloaded amd installed the demo 1.25. Bad news! I'm having some horrific performance issues that I didn't have with the 1.08 demo.
I think you've added some music to the opening. This seems to be causing my processor to overwork itself, not leaving time for other facts, such as updating the mouse pointer. I'm not able to find any controls to disable the music at all, and it takes upwards of 2 minutes to move the mouse pointer over the Quit Game button. I've tried all graphics resolutions and it has the same problem at every level. Quite unplayable with this problem.
Can anyone give me a method to defeat the music to see if that is actually the problem?
Re: Demo 1.25
if it opens have you tried turning the music off using the settings menu. I apprechiate it will take some time given the slugishness of the mouse but as the game saves those settings it might well help if you then quit and restart. I would also sugest that the graphics are unlikly to be the problem as even on Maximium settings the game is rather graphicaly undemanding. I would also increase windows virtual memory size as some game opperations can spike system useage and require this.
The new demo is a lot more like the current product than 1.08 was and a lot less buggy as well.

Re: Demo 1.25
Re: Demo 1.25
MM's website is updated so rarely it makes once in a blue moon look common..
Re: Demo 1.25
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Bugs/Flaws/Defects:
- Built several Satellite Tender ships and moved them to a planet building lots of satellites. The tender ships had 5 Satellite Bay 1 on a level 5 frigate. I built 5 small satellites per tender ship. The satellites were level 3. Each Tender and could only load 4 satellites. This seems to imply that there's some inequity between satellite size and satellite bay capacity.
Sats go up in size as they level. This, in turn, requires more cargo space. Upgrade your bays to level 3 and you should be good to go.
Sounds like it got Mothballed, instead..
Bit of a problem, but less so once Weapon Platforms are built..
Right. Ships in combat don't use supply/ord unless they fire. That's intentional. They should be losing supply if they retreat as well, but they aren't at the moment.
Turn off retreat or increasing the map size fixes that quite nicely. Not sure if you can do either in the demo.
Never seen that.
You can turn this off via Empire Options. The second part is a bug though.
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Other observations:
- All diplomatic espionage and sabotage activities are available prior to researching the corresponding techs. (Espionage: Empire Wide, Sabotage: Planets & Colonies). The techs do not appear to grant any bonuees or structures/components -- it appears that the tech should enable these activities, but they are automatically activated, even before building any Intelligence centers.
Right. What those techs do is improve the efficencey of the projects, I think.
- The AI icon selections are not exclusive. The AI will use an icon identical to the players in some games, but not all. 2 AIs will occasionally use the same icon.
Which demo are you playing? Could have sworn this one got fixed.
Just leave the ship there. It'll show up in the next ship button, which is an annoyance, but it WILL get repaired.
- Strategic combat appears to use the same tactical engine to resolve the combat, just a different interface (with no control). This is probably what is taking some AI turns so long (I'm guessing that the red bar indicates combat). Strategic combat should use some faster resolution method than tactical combat. I suspect that if the tactical timer is never stopped, and both strategic and tactical combat operate at the same speed, the combat session would be nearly identical (given quick and concise targeting instructions).
Pretty much. It'll be improved a bit in the next patch. The problem is making a quicker mode that has the same results as tactical (SE5 has a bit of a problem with high-speed combat not working correctly)
- Tactical combat targeting is abysmal. The offset interface makes it difficult to select anything smaller than a planet, although this could be related to the mouse performance I am having.
I've not seen this.
- Tactical combat orders mysteriously end. A ship ordered to move to a spot will stop its movement if the time is stopped. A ship ordered to fire on a planet will fire for awhile, then stop. If re-ordered to fire, it will resume fire for awhile. When the combat ends (with the colony dead), the ship will still have plenty of ordnance.
Or that.
Re: Demo 1.25
This is not a high CPU draining game. I'm running 1.25 on some old PC's, laptops and desktops, and my performance is fine.... So I believe you may have a PC issue.
I'm impressed you noticed most of your other bugs... I never did....
Anyway, great game and it's a patch or two away for near perfection.... I've only played mods, Balance Mod and IRM, which are a big jump over stock.
So stop nitpicking, buy the damn game, and grab a mod.... So far these mods play totally differently.. It's like getting AT LEAST 3 games (stock, BM, and IRM) for the price of one.
Javaslinger

Re: Demo 1.25
Space Empires V has great potential, but you don't have to cherry pick to find some daunting flaws in it. (Including performance issues: Some people have encountered a sound bug that makes launching the game difficult, while I run the game smooth as butter until I hit an explored asteroid system.)
Good to hear the mod community is on the job, but aspects like this make me hesitant to take the plunge even though the demo has its hooks in me.





Re: Demo 1.25
Have you tried putting the video memory to SAFE?
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