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

SE:V Changelog v1.33

Captain Kwok's picture
Submitted by Captain Kwok on Wed, 2007-03-21 15:02. Space Empires V General

Greetings.

Another update... good to finally see #8 below...

---

Version 1.33:
1. Fixed - AI would scrap facilities to make room for spaceports even for races which didn't need them.
2. Fixed - Point-defense bolt weapons would sometimes not fire on torpedoes.
3. Fixed - For seeking or bolt weapons, the calculation for whether a weapon would hit a target moving
away was incorrect.
4. Fixed - Facilities were not showing up in Ground Combat.
5. Fixed - Planets were not getting shields in combat simulations.
6. Fixed - During combat, the cargo report for ships and planets would not show unit damage.
7. Fixed - A highlighted cargo item at the bottom of the cargo tab should not show the damage percent on
the cargo item picture (since its displayed to the right of the picture).
8. Fixed - Emissive armor was still providing its damage resistance even when destroyed.

‹ Mass Production Bonus Few questions about gameplay ›
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Re: SE:V Changelog v1.33

Submitted by evilginger on Wed, 2007-03-21 15:22.

sees no 8 & does happy dance as he can see a day when there is no more moaning about emmisive armour

Other than that rather sarcastic comment I like these changes and the facilitys present in ground combat adds a lot to ground combat as you can see what you are fighting over

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Good.

Submitted by Fallen Haven on Wed, 2007-03-21 15:24.

A lot of annoyances have been fixed in this one.

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ColonialAdmiral's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by ColonialAdmiral on Wed, 2007-03-21 15:25.

I like #4! I didnt even know that was supposed to happen!!!

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Thy Reaper's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Thy Reaper on Wed, 2007-03-21 15:33.

I like 2 and 3 the best - it's been bothering me that my bolt and seekers were firing at targets they would probably never hit.

8 is a good fix too.

Still hoping the release version says:
1. Fixed - Memory Leak

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Space for rent - please contact owner

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Re: SE:V Changelog v1.33

Submitted by evilginger on Wed, 2007-03-21 15:34.

Thy Reaper wrote:
Still hoping the release version says: 1. Fixed - Memory Leak

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Space for rent - please contact owner

I would settle for

1. located cause of memory leak working on a fix

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Re: SE:V Changelog v1.33

Submitted by Brad on Wed, 2007-03-21 15:46.

ColonialAdmiral wrote:
I like #4! I didnt even know that was supposed to happen!!!

It used to happen. I can't remember when it stopped but I can definately remember seeing facilities during ground combat before.

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Re: SE:V Changelog v1.33

Submitted by ColonialAdmiral on Wed, 2007-03-21 15:56.

I dont remeber it ever doing that...and ive been playing since 1.05...but i guess i could be mistaken

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Re: SE:V Changelog v1.33

Submitted by javaslinger on Wed, 2007-03-21 16:00.

Dude this is awesome... It's like Aarons spirit was rejuvenated at the conferance he went to! He's pumping out pactches like a madman!!!

Can we say 1.34 before the release?????

And the 'popular' bugs are just dropping like flies one by one....

What's left other than the memory leak?

Was the storm bug fixed? The one that causes storms to imapact the entire system?

I could look but I'm old, tired and lazy...

Thanks!!!!!

Javaslinger

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Re: SE:V Changelog v1.33

Submitted by evilginger on Wed, 2007-03-21 16:07.

It has I am sure I have seen it mentioned in a change log since 1.25 but as usial I cant recal which one I hope for a 1.34 before relese as well.

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AgentZero's picture

Re: SE:V Changelog v1.33

Submitted by AgentZero on Wed, 2007-03-21 16:34.

From v1.27 changelog: 15. Fixed - Combat would sometimes get negative to-hit modifiers from other sectors.

Suction feet are not to be trifled with!

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Re: SE:V Changelog v1.33

Submitted by Sotho Tal Ker on Wed, 2007-03-21 16:40.

1. sounds like a partial fix to my issue with the racial trait "natural merchant" being ignored. Now just teach the AI to not build spaceports when it has this trait. Eye-wink

And I have to update the wiki again Sticking out tongue

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: SE:V Changelog v1.33

Submitted by Astroshak on Wed, 2007-03-21 17:06.

Number 8 is something that I am glad to see. I presume that this means that Emmissive Armor will actually become Less effective as pieces get destroyed, rather than More effective. I also presume that this means that a ship gets the full benefit of its Emissive armor when all of the armor is intact.

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Re: SE:V Changelog v1.33

Submitted by damador on Wed, 2007-03-21 17:21.

about memory leak Smiling it could be reduced by programing "clearing procedure" in game engine. Game should drop all unneded threads - just like starting new game

so - game should process turn - save - clear memory just like reloading game - then autoload in background saved game.
This will little increase turn process - but not much as the geame eat now Smiling

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Wed, 2007-03-21 17:21.

Captain Kwok wrote:
3. Fixed - For seeking or bolt weapons, the calculation for whether a weapon would hit a target moving away was incorrect.

Does that mean the end of the parthian shot?

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Varek Raith's picture

Busy man

Submitted by Varek Raith on Wed, 2007-03-21 18:03.

Nice to see some bugs getting the smackdown. In regards to the memory leak, those can be a complete P.I.T.A to track down, let alone fix. I have confidence he'll find it, we just have to be patient. Just my 2 cents.

-----
"Understanding is a three edged sword. Your side, their side, and the truth" -Kosh

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Wed, 2007-03-21 18:23.

Fallen Haven wrote:
Captain Kwok wrote:
3. Fixed - For seeking or bolt weapons, the calculation for whether a weapon would hit a target moving away was incorrect.

Does that mean the end of the parthian shot?

No. In a situation where you are using a direct fire weapon like MBs and had a strategy like max or optimal range, you'd fire too early and you're bolt would dissipate before it hit the target. Now in theory you're ship will edge a bit closer before firing to ensure the weapon will hit when considering the speed of the target ship etc.

-----

Space Empires Depot | SE:V Balance Mod

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bheusi's picture

Re: SE:V Changelog v1.33

Submitted by bheusi on Wed, 2007-03-21 19:37.

I´m sure the definitive version of the patch will make SEV the excellent game it was meant to be... finally. Very happy to see number 8, too =) That will help fighters a lot in the endgame.

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Wed, 2007-03-21 20:06.

Captain Kwok wrote:
No. In a situation where you are using a direct fire weapon like MBs and had a strategy like max or optimal range, you'd fire too early and you're bolt would dissipate before it hit the target. Now in theory you're ship will edge a bit closer before firing to ensure the weapon will hit when considering the speed of the target ship etc.

Problem is, when you are chasing enemy ships that keep at max range, they hit you, but you almost never hit them since your bolts and missiles explode before reaching them... This makes parthian shot much more deadly than it should be.

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Thy Reaper's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Thy Reaper on Wed, 2007-03-21 20:19.

It doesn't change Parthian Shot tactics at all. When a target is approaching you there has been no change, only to when a target is going away. Often times when chasing down a target the bolt or seeker would detonate before hitting the target because of the target's speed. The expenditure of weaponry wasted should be reduced by this fix.

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Re: SE:V Changelog v1.33

Submitted by Astroshak on Wed, 2007-03-21 21:59.

I think you two are arguing the Parthian Shot from different perspectives - the one rabbit and the one chasing it.

I'd think that that particular change would make the Parthian Shot less risky.

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ColonialAdmiral's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by ColonialAdmiral on Wed, 2007-03-21 22:07.

At the risk of sounding like a complete and utter noob, what is the "Parthian Shot"?

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Wed, 2007-03-21 22:18.

ColonialAdmiral wrote:
At the risk of sounding like a complete and utter noob, what is the "Parthian Shot"?

In this game, it mean running away from the enemy while shooting missiles (or long range torps) at them from max range.

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Wed, 2007-03-21 23:21.

If you read what I said, the fix was that the chasing ship with the bolt weapon will attempt to approach closer to ensure their weapon hits before dissipating.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Wed, 2007-03-21 23:58.

Captain Kwok wrote:
If you read what I said, the fix was that the chasing ship with the bolt weapon will attempt to approach closer to ensure their weapon hits before dissipating.

Then you should have said "yes" instead of "no", it will make the parthian shot less of an issue. That's what made me confuse the meaning of your post.

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Thu, 2007-03-22 00:13.

No was correct. The fire and flee missile lobbing is still a valid tactic if there exists an advantage in speed etc.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.33

Submitted by javaslinger on Thu, 2007-03-22 06:12.

With the game standing as is post the 1.33 patchlog I would be thrilled with an early pre-weekend release... hint... hint... beyond thirlled....

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Thu, 2007-03-22 09:03.

Captain Kwok wrote:
No was correct. The fire and flee missile lobbing is still a valid tactic if there exists an advantage in speed etc.

It's a valid tactic, yes, but also an abuse of the flaws of the game engine since that even if in range you can't kill them. I think a better solution would be to allow the bolt and seekers to fly a bit loonger than their max range...

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Thu, 2007-03-22 10:37.

...or for the player to adjust their strategies...

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Thu, 2007-03-22 10:47.

Captain Kwok wrote:
...or for the player to adjust their strategies...

And what kind of adjustment you mean? Exept using missile ships ourselves at max range, i don't what else can be done to beat someone who just set his fleet to "parthian shot". Well, using beam might be a good second... But that make more than half the weapons useless.

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Psieye's picture

Re: SE:V Changelog v1.33

Submitted by Psieye on Thu, 2007-03-22 10:49.

Personally, I never was bothered with the Parthian shot but then again I use Tactical Combat. The Parthian shot can never kill my fleets. That I cannot kill the Parthian shooters is irrelevant as I am going to get to those colonies regardless of whether they're shooting at me or not. Parthian shooters can't shoot for long anyway, assuming seekers' supply demands are big.

---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: SE:V Changelog v1.33

Submitted by Fallen Haven on Thu, 2007-03-22 10:56.

Psieye wrote:
Personally, I never was bothered with the Parthian shot but then again I use Tactical Combat. The Parthian shot can never kill my fleets. That I cannot kill the Parthian shooters is irrelevant as I am going to get to those colonies regardless of whether they're shooting at me or not. Parthian shooters can't shoot for long anyway, assuming seekers' supply demands are big.

But i want to enjoy fleet battles, not play hide and seek. And i don't want my AI to be killed time and time again by what i consider a cheap abuse of the game rules.

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Thu, 2007-03-22 11:20.

The counter strategy is to use fighters to attack missile fleets. Considering the other player's fleet usually has to sacrifice armor/defenses/PD to gain a missile to PD advantage versus your fleet, the missile ships are extra vulnerable to fighter attacks.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Thu, 2007-03-22 11:56.

Captain Kwok wrote:
The counter strategy is to use fighters to attack missile fleets. Considering the other player's fleet usually has to sacrifice armor/defenses/PD to gain a missile to PD advantage versus your fleet, the missile ships are extra vulnerable to fighter attacks.

True, but i guess a large number of fighters (and drones) are the answer to many things (exept a fleet that has an insane number of PDs). But the again, aside from micromanaging like Psieye does, the game just end up being a missile ships fleet vs fighter carriers fleet contest.

Combined arms should be what wins, but the current engine does not allow this.

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Thu, 2007-03-22 12:17.

Why would that happen? Unless they have a significant advantage in ship numbers, missile fleet users will need to shift to a more diversified fleet, which would be better served by direct-fire weapons.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V Changelog v1.33

Submitted by WanderDaekar on Thu, 2007-03-22 12:21.

Actually, if you consider the capacity for variance, the engine of SEV allows for just about any methodology you can come up with in ship combat. Yes, you could go uber missles or uber fighters, but what happens when the opponent comes in with a well balanced fleet of highly specialized ships supporting each other? High defense/PD escorts holding the line, carriers launching from the rear, gunships charging in behind the def/PD line with supporting missle artillery behind them. For large fleet battles, the better variance and specialization, the more you're going to be able to take on. I have yet to play a game long enough to get into massive fleets as I start at the bottom of the tech tree for personal satisfaction of discovery, but I know the capacity is there. Laughing out loud

Still have yet to use mines or drones. Have to try that trick with mines at WPs that causes the AI to hide a while, then charge through with a massive fleet.

And a thought just struck me...anybody know why the biggest WPs are able to pass 10,000kt? The baseships aren't even half that, so why are they so big? Fleets traverse one at a time so I don't see how this is working. Or is it tonnage per turn?

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

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Re: SE:V Changelog v1.33

Submitted by Fallen Haven on Thu, 2007-03-22 12:54.

Captain Kwok wrote:
Why would that happen? Unless they have a significant advantage in ship numbers, missile fleet users will need to shift to a more diversified fleet, which would be better served by direct-fire weapons.

Well, i ran several tests after reports of how effective "parthian shot" was even with all the changes i did in my mod. I sent a balanced fleet against a missile fleet set to maximum range and it got slaughtered. The main reason it happened was not because of lack of anti-missile defenses but that the balanced fleet could not score hits, or at least scored very few (they were firing, but the shots rarely reached the targets). Eventually the missiles were getting through the defense net and destroyed the chasing fleet one by one.

However, if both fleet fight at optimal firing range, the role are reversed. The missile fleet is anihilated by the balanced fleet as direct fire weapons fire more often and score more hits than missiles alone.

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ColonialAdmiral's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by ColonialAdmiral on Thu, 2007-03-22 12:57.

WanderDaekar wrote:
And a thought just struck me...anybody know why the biggest WPs are able to pass 10,000kt? The baseships aren't even half that, so why are they so big? Fleets traverse one at a time so I don't see how this is working. Or is it tonnage per turn?

I would like to know the answer to this question too Smiling

Or are all warp points besides 500 kt just "Flavor Text"?

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Psieye's picture

Re: SE:V Changelog v1.33

Submitted by Psieye on Thu, 2007-03-22 13:02.

Fallen Haven wrote:
Psieye wrote:
Personally, I never was bothered with the Parthian shot but then again I use Tactical Combat. The Parthian shot can never kill my fleets. That I cannot kill the Parthian shooters is irrelevant as I am going to get to those colonies regardless of whether they're shooting at me or not. Parthian shooters can't shoot for long anyway, assuming seekers' supply demands are big.

But i want to enjoy fleet battles, not play hide and seek. And i don't want my AI to be killed time and time again by what i consider a cheap abuse of the game rules.


It's not hide and seek. It's "I'm going to ignore you annoyingly buzzing around me but doing nothing" - they'll have to fight me once my fleet reaches (unharmed and still fresh) their big colonies. If I meet them in empty space, I can always wait out the fight or just retreat in the direction I want to advance in. Oh I guess I should mention: I set combat map radius to 1000 and time limit to 2:30 minutes (and turn Retreat off for the sake of simplicity, though if I was serious I'd just send 5 frigates to surround before attacking a Parthian fleet). Sitting around for 150 seconds watching enemies waste ammo isn't that bad a use of time (of course I'll be multitasking with something else instead of setting to 8x speed and suiciding).

Anyway, next patch should finally have all Drone problems fixed (I'm going to set drones to be controllable so I can at least tell them what to aim at). Kukuku, will this be another solution to the Parthian shot or will it actually encourage a Super Parthian Shot (drones have no range limit in combat afterall)? Actually, it wouldn't be a Super Parthian Shot since they'll just toss everything at once and reclaim any drones that don't get used up (or send those drones elsewhere).

Also, next patch will finally let me deploy satellites in meaningful ways! This means the Parthian shot will be even more useless when I reach their colonies as I'll deploy satellites of Mounted-PD and seekers. Planets can't run away from a satellite cloud!

---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: SE:V Changelog v1.33

Submitted by Fallen Haven on Thu, 2007-03-22 13:24.

Psieye wrote:
It's not hide and seek. It's "I'm going to ignore you annoyingly buzzing around me but doing nothing" - they'll have to fight me once my fleet reaches (unharmed and still fresh) their big colonies. If I meet them in empty space, I can always wait out the fight or just retreat in the direction I want to advance in. Oh I guess I should mention: I set combat map radius to 1000 and time limit to 2:30 minutes (and turn Retreat off for the sake of simplicity, though if I was serious I'd just send 5 frigates to surround before attacking a Parthian fleet). Sitting around for 150 seconds watching enemies waste ammo isn't that bad a use of time (of course I'll be multitasking with something else instead of setting to 8x speed and suiciding).

Of course, if you change the rules until you even it out, you will always win. In such a small map, you can't keep the enemy at range, you eventually get cornered. Not very realistic though. If you have to change the rules to win, it's not good in my book.

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Thy Reaper's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Thy Reaper on Thu, 2007-03-22 14:16.

10MT warp points would only be used in cases of tonnage per turn, but obviously this hasn't been implemented. If it were, and varying sizes of warp points were common, then the size of a warp point in a key position could have a large impact on the game.

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ColonialAdmiral's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by ColonialAdmiral on Thu, 2007-03-22 14:44.

well...it does that in FQM Smiling
A few too many 500 kt warpoints for my taste...How do i move around all them carriers? My inner systems are pretty much conected to the outer ones by the 500 kt warpoints...Where do my dreadnaughts go? Smiling

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Re: SE:V Changelog v1.33

Submitted by Brad on Thu, 2007-03-22 16:20.

I'm running BM1.04 with FQM included and as far as I can tell warp point size is mere descriptive text and nothing else. I send big ships through little warp points all the time with no adverse effects.

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Re: SE:V Changelog v1.33

Submitted by javaslinger on Thu, 2007-03-22 18:05.

I'm very curious about this too.... Does this explain why my ships are consistently damaged by some warp points? Because the ships are to big to 'fit' through them???

That would be a very cool feature, but potentially very unbalancing if not fairly distributed on a map.

Javaslinger...

p.s. my please for a early release of the patch go unanswered... sad.....

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by Captain Kwok on Thu, 2007-03-22 19:30.

Warp Point size restriction is not implemented. Damaging warp points have the ability "Warp Point Turbulence" and that is why they cause damage.

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Space Empires Depot | SE:V Balance Mod

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ColonialAdmiral's picture
Mod Designer

Re: SE:V Changelog v1.33

Submitted by ColonialAdmiral on Thu, 2007-03-22 19:44.

SO FYRON LIED TO ME!!!!!
jk Smiling

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AgentZero's picture

Re: SE:V Changelog v1.33

Submitted by AgentZero on Thu, 2007-03-22 23:05.

Fyron does not lie. Fyron is never wrong, therefore Fyron is incapable of lying.

Suction feet are not to be trifled with!

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Psieye's picture

Re: SE:V Changelog v1.33

Submitted by Psieye on Fri, 2007-03-23 04:58.

Fallen Haven wrote:
Psieye wrote:
It's not hide and seek. It's "I'm going to ignore you annoyingly buzzing around me but doing nothing" - they'll have to fight me once my fleet reaches (unharmed and still fresh) their big colonies. If I meet them in empty space, I can always wait out the fight or just retreat in the direction I want to advance in. Oh I guess I should mention: I set combat map radius to 1000 and time limit to 2:30 minutes (and turn Retreat off for the sake of simplicity, though if I was serious I'd just send 5 frigates to surround before attacking a Parthian fleet). Sitting around for 150 seconds watching enemies waste ammo isn't that bad a use of time (of course I'll be multitasking with something else instead of setting to 8x speed and suiciding).

Of course, if you change the rules until you even it out, you will always win. In such a small map, you can't keep the enemy at range, you eventually get cornered. Not very realistic though. If you have to change the rules to win, it's not good in my book.


If your point was "Parthian shot makes battles long and boring" then fine I can agree with that. If the point was "Parthian Shot destroys your fleets" I cannot agree with that. Changing the rules was so that fights last shorter.

In a huge combat map with long time limit, I'd stop my fleet and sit still. They cannot touch me, I cannot touch them, if they're dumb enough to turn around and try to get closer, they die. When you constantly get draws, the one who is advancing towards an enemy colony is advantageous (especially given ammo/supply consumption ratios). The Parthian shot would be unreliable for trying to attack a well defended colony with.

---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: SE:V Changelog v1.33

Submitted by Fallen Haven on Fri, 2007-03-23 11:04.

Psieye wrote:
If your point was "Parthian shot makes battles long and boring" then fine I can agree with that. If the point was "Parthian Shot destroys your fleets" I cannot agree with that. Changing the rules was so that fights last shorter.

In a huge combat map with long time limit, I'd stop my fleet and sit still. They cannot touch me, I cannot touch them, if they're dumb enough to turn around and try to get closer, they die. When you constantly get draws, the one who is advancing towards an enemy colony is advantageous (especially given ammo/supply consumption ratios). The Parthian shot would be unreliable for trying to attack a well defended colony with.

You just forget one thing : Not everyone babysit their fleet like you do (and some game modes don't even allow it). The problem comes when you let your fleets fight on automatic. If you control them yourself, the result are quite different (i could not pull an effective parthian shot while controling the ships manually). And the fact it's not effective against planets don't change the fact that some players use this to cripple AI fleets.

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