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

1.33 bug query

Submitted by Incomitatus on Fri, 2007-03-23 17:41. Space Empires V General

Hello,

Is anyone else finding it impossible to make changes to strategies with 1.33? Particularly the 'Retreat Settings', 'Retreat When', 'Damage Amount', and 'Range' settings?

I have so far found myself incapable of changing these settings for new, copied, or existing strategies. The diaglog box to select the changes opens, but when pressing 'OK' to close the box, nothing changes.

My playing style relies heavily on customized strategies for my different ship classes and mission types, so I will be very disappointed if this feature ends up now being broken, especially since part of it ('All weapons gone' damage setting) was supposed to be fixed.

I'm hoping it's just a problem with my install, which is why I'm asking if anyone else is having trouble.

‹ Retail 1.33 Question before purchase New to Space Empires Universe ›
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AgentZero's picture

Re: 1.33 bug query

Submitted by AgentZero on Fri, 2007-03-23 17:56.

I just had a fiddle with this and it all works perfectly fine for me.

Suction feet are not to be trifled with!

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Re: 1.33 bug query

Submitted by Incomitatus on Fri, 2007-03-23 18:01.

Right. Thanks AgentZero. I'll do a reinstall and see if it clears up, then.

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BlueTemplar's picture

Re: 1.33 bug query

Submitted by BlueTemplar on Fri, 2007-03-23 18:13.

I have the same problem... Sad

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BlueTemplar's picture

Re: 1.33 bug query

Submitted by BlueTemplar on Fri, 2007-03-23 18:24.

Another feature/bug : the "Home Planet Different Size" setting now does not affect the player with a 1 planet start. You now always get Small for Bad, Medium for Medium and Large for Good Planet Value.
So the player can't get Tiny and Huge planets to start with anymore.
It also looks like the sizes players get are less spread out...

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Singularity's picture

Re: 1.33 bug query

Submitted by Singularity on Fri, 2007-03-23 19:53.

Was it after a fresh install, or putting 1.33 over 1.25?

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AgentZero's picture

Re: 1.33 bug query

Submitted by AgentZero on Fri, 2007-03-23 19:54.

Went back and did some more experimentation, and it looks like I misunderstood the what was being said. I thought when you said "I click OK and nothing changes" you meant the dialogue box wouldn't go away, so that's what I was looking for. After rereading, I understand now you meant that you can't actually change the options, and I have indeed run into this problem as well. Retreat Settings, Retreat When & Target Type Order and Settings all are unchangeable, but Movement Options & Targeting Priority Order do work.

I've sent Aaron a bug report.

Suction feet are not to be trifled with!

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Re: 1.33 bug query

Submitted by Incomitatus on Fri, 2007-03-23 23:05.

Thank you Agent Zero. I've also discovered that this bug only seems to affect normal setup games. Quick Start games are NOT affected.

Singularity - Fresh install. I had the 1.25 demo installed concurrently, and thought that there may be some conflict. I've had games that couldn't be installed at the same time as their demos before, so I removed both and reinstalled the full game + patch again. No change.

Edited to add: If any can come up with a quick manual fix, I'd appreciate being let in. I've held off buying SE V until it seemed to be mostly debugged. I suppose not having the ability to fully customize the Strategies is a relatively minor thing, but I got used to it in the 1.25 demo. The stock strategies do ok against the AI, but my cousin and I have been looking forward to a multiplayer showdown. With strategies un-editable, it hardly seems worth it.

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AgentZero's picture

Re: 1.33 bug query

Submitted by AgentZero on Sat, 2007-03-24 00:47.

No solution yet... Though I have discovered that manually editing Strategies.txt has absolutely no effect on this whatsoever. I changed all the options for Optimal Firing Range & added a new strategy to the .txt file, and when I started a new test game, Optimal Firing Range still had all it's old settings, and my new strategy was nowhere to be found.
This is most peculiar.

Suction feet are not to be trifled with!

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AgentZero's picture

Re: 1.33 bug query

Submitted by AgentZero on Sat, 2007-03-24 01:22.

Incomitatus wrote:
Thank you Agent Zero. I've also discovered that this bug only seems to affect normal setup games. Quick Start games are NOT affected.

Really? That's odd. I just started a new quickstart game to test this out and was unable to edit strategies there either.

Suction feet are not to be trifled with!

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Re: 1.33 bug query

Submitted by bmaxa on Sat, 2007-03-24 02:16.

AgentZero wrote:
No solution yet... Though I have discovered that manually editing Strategies.txt has absolutely no effect on this whatsoever. I changed all the options for Optimal Firing Range & added a new strategy to the .txt file, and when I started a new test game, Optimal Firing Range still had all it's old settings, and my new strategy was nowhere to be found. This is most peculiar.

Suction feet are not to be trifled with!

That is because file used is set in [empire]_ai_main.txt
in empires/[empire] folder.
Actually file used is default_ai_strategies.txt in
empires/default folder.

Greetings, Branimir.

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bheusi's picture

Re: 1.33 bug query

Submitted by bheusi on Sat, 2007-03-24 12:59.

I´ve noticed that the "troop design without weapons" problem still occurs, through not as often as before.

What´s really troubling me is that the AI (in stock) is designing crystalinne and organic ships without ANY armor or shields, making them easy pickings. This is nasty... Overall however, the patch is quite an improvement, through it is rare to see an AI fleet with troop transports AND mine sweepers, so it is still quite vulnerable to mines...

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ColonialAdmiral's picture
Mod Designer

Re: 1.33 bug query

Submitted by ColonialAdmiral on Sat, 2007-03-24 13:29.

Possible Bug: Playing IRM for 1.33 patch, all ships have the ability to cloak...evan without cloaking components on the ships!!! I still havent tested stock verison....

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Re: 1.33 bug query

Submitted by evilginger on Sat, 2007-03-24 13:36.

This has been in IRM for a long time it doesn’t actually do any thing unless the ship actually has a cloaking device. I would guess Fallen Haven was trying t o allow ships to go on silent running but found it impossible to implement at the time. I do remember him posting an explanation at some point but cant recall exactly what was said

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AgentZero's picture

Re: 1.33 bug query

Submitted by AgentZero on Sat, 2007-03-24 15:21.

bmaxa wrote:
That is because file used is set in [empire]_ai_main.txt in empires/[empire] folder. Actually file used is default_ai_strategies.txt in empires/default folder.

Greetings, Branimir.

That's even more peculiar then, since the files you refer to are meant to provide the AI with it's strategies, while Strategies.txt in the Data folder should be used for human players. I've done some testing and you can indeed edit the starting strategies by changing Default_AI_Strategies.txt, and you can add new ones, as long as you're not silly like me and try to give them the name of an existing strategy.

So that's a workaround, of sorts, for the time being. If you want to use custom strategies, just edit Default_AI_Strategies.txt and add or alter strategies to your heart's content. Only downside is that the AI players'll get to use those strategies too, and from what I've been told, you can't alter your strategies during the game, as they're only loaded during empire creation, so you'll be stuck with the same strategies for the whole game. Not an ideal workaround in anyone's book.

Suction feet are not to be trifled with!

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bheusi's picture

Re: 1.33 bug query

Submitted by bheusi on Sun, 2007-03-25 08:52.

Another small annoyance in AI ship design and research choices... It isn´t upgrading its combat sensors, and is taking too long to research shields. Needless to say, a ship with lvl 1 CS and no shields will get pummeled by oone with level 15 combat sensors shields etc.

And the problem isn´t lack of RP since I´m playing a game with medium bonus to the AI, and it was ahead of me in research levels for a loooong time. The AI makes some really silly choices like researching 4, 5 weapon types, planetary engineering early on etc.

Sure, I could (and will) mod my games, but it saddens me that it looks like the game is being built for the mods, not the opposite. C´mon, it´s version 1.33, and the only way of enjoying the game is by modding it? I´m hoping the captain will see this topic and report this nasty AI behavior to Aaron. By the way... which mod has the best AI nowadays, BM or IRM? Thanx

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Re: 1.33 bug query

Submitted by Cyber_Tech on Sun, 2007-03-25 18:15.

bheusi:

It depends what you mean by "best" AI. If you want a lot of fights and agressive AI, IRM is maybe better for you. If you prefer a more peacefull quadrant but still some good ennemies that will challenge you, go with BM.

I have'nt played stock since v1.08, and I won't even try it for quite some time. I don't think it will ever surpass the MODs. And it's ok, I prefer Aaron to fix the problems instead of balancing the game.

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bheusi's picture

Re: 1.33 bug query

Submitted by bheusi on Sun, 2007-03-25 20:45.

Yes I agree that solving the bugs is more important, but like I said before I don´t agree with leaving stock´s gameplay so screwed up.

Mods are made to give the player a different player experience. If the mod is necessary to ENJOY the game, then I would actually call BM or IRM an unofficial patch. I´ve been playing games for many years and SE V is the only game I recall that actually needs mods to be playable.

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Re: 1.33 bug query

Submitted by JeffGeorge on Mon, 2007-03-26 14:17.

bheusi wrote:
I´ve noticed that the "troop design without weapons" problem still occurs, through not as often as before.

It does the same thing with drones, though I don't know if it did that before 1.33 or if it's just been introduced.

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boromeo's picture

Re: 1.33 bug query

Submitted by boromeo on Mon, 2007-03-26 15:10.

Possible bug

I'm playin a IRM 0.9c game with patch 1.33 , i dunno if it's a 1.33 bug or a game or a IRM one

On the log window it would say that 8 mines was constructed on x planet , but when i look at the ships/units window , all i have in all is 4

Someone else noticed that?

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tverdoon's picture

Re: 1.33 bug query

Submitted by tverdoon on Mon, 2007-03-26 15:22.

If you had the minister to launch mines activated perhaps half were launched.

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Prankowski's picture

Re: 1.33 bug query

Submitted by Prankowski on Tue, 2007-03-27 15:51.

i had a strange mine thing happen right now.
i secured a warppoint with mines armed with ionic-warheads (anti-engine) and an enemy ship came through the warppoint.
combat occured and the enemy ship was undamaged but all my mines where gone!!!
no message of of enemies flying into my mines or so...
and the ship didn´t have any mine-sweeper abilitys.

anybody got an idea??

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Re: 1.33 bug query

Submitted by bmaxa on Wed, 2007-03-28 06:47.

AgentZero wrote:

If you want to use custom strategies, just edit Default_AI_Strategies.txt and add or alter strategies to your heart's content. Only downside is that the AI players'll get to use those strategies too, and from what I've been told, you can't alter your strategies during the game, as they're only loaded during empire creation, so you'll be stuck with the same strategies for the whole game. Not an ideal workaround in anyone's book.

Ai players can't use any strategies other then default one
for fleet task forces, and they can't even create task
forces as task force creation function is broken. Each
fleet gets only one task force with default strategy, that
is first one in default_ai_strategy file which is optimal
firing range. That's why we in irm use that strategy for
everything Eye-wink.
Other strategies then first one can't be even read from
file as function provided reads only first field when there
are more with same name.
Second, I have successfully changed properties for strategies during game play and game showed changes.
Perhaps adding new strategies during game play works too,
as data files are obviously readed when loading savegame.

Check it out.

Greetings, Branimir.

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Re: 1.33 bug query

Submitted by Helker on Thu, 2007-03-29 08:19.

Ships still use Warp Points not yet discovered...

http://it.geocities.com/s_noffke/SEVWarpPoints.JPG

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Re: 1.33 bug query

Submitted by evilginger on Thu, 2007-03-29 08:29.

But they do know where they are as even it you have not surveyed the system some one else has given you the location.

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Re: 1.33 bug query

Submitted by Nevyn on Thu, 2007-03-29 23:48.

Prankowski wrote:
i had a strange mine thing happen right now. i secured a warppoint with mines armed with ionic-warheads (anti-engine) and an enemy ship came through the warppoint. combat occured and the enemy ship was undamaged but all my mines where gone!!! no message of of enemies flying into my mines or so... and the ship didn´t have any mine-sweeper abilitys.

anybody got an idea??

Shields blocked all the damage?

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Prankowski's picture

Re: 1.33 bug query

Submitted by Prankowski on Fri, 2007-03-30 02:04.

no, it was one ship with 350 points of shields.
i had 100 mines there so i think it should have been enough.
it´s still a mystery to me.

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Re: 1.33 bug query

Submitted by Duck on Mon, 2007-04-02 08:25.

I have same promblem after install 1.33 :
- it impossible to make changes to strategies with 1.33 Sad, same player has some problem, but reinstall (and clear install 1.33 not help for me) Sad
- bomb not working Sad. Planet is able bombing only by rocket weapon. Ship with nuclear (or fusion) weapon not fire on the planet. So, i don't now how invade on planet with 10 or more weapon platform with nuclear missile. In 1.25 bomb work fine and with BM and with IRM

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RasterOps's picture

Re: 1.33 bug query

Submitted by RasterOps on Mon, 2007-04-02 21:14.

Am I missing something? My Fleets consist of at least three task forces and sometimes more. One of these is assigned Attack and Defense strategies of Maximum weapons range. One is Capture planets etc. While these are far from perfect they do work. It is still necessary to micromanage "Max Range" ships on an attack vector to start turning around now fool.

---
-my "Ministers are more sinister than Ministers... But who cares?"

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Mod Designer

Re: 1.33 bug query

Submitted by Phoenix-D on Mon, 2007-04-02 21:16.

No, he means you can't change the details of the strategies under Empire Options.

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Re: 1.33 bug query

Submitted by Fallen Haven on Mon, 2007-04-02 23:41.

Another silly bug for SE5...

Edit : we seem to have found how to fix the attack planet problem. It should work properly in next IRM version (wich may be released soon).

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