Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 2 users and 154 guests online.

Online users

  • Randallw
  • dathen

Languages

  • English English
  • French French

Browse archives

« Décembre 2008  
Lu Ma Me Je Ve Sa Di
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
29 30 31        
Home » news » forums » Space Empires V » Space Empires V FAQs

Various V1.25 (Demo) questions

Submitted by SpaceAndy on Sat, 2007-03-31 09:42. Space Empires V FAQs

Hi all,

i just played a 100 turn game in the demo (cheating with starting techs so i was able to conquery 1/2 of the galaxy and research most of the techs). I've also browsed the data files for more infos on technologies, and have some questions remaining. I love it, and i'll probably buy the full version together with my next computer Smiling

1) Are you supposed to be able to win a "standard" game in only 100 turns, without cheating?
2) Aproximately how many more techs than the demo version does the full version have? I noticed the
demo has many "useless" research fields (like: robotics or stellar manipulation can be researched but do nothing), i assume that isn't the case with the full version
3) AI empires - in the demo, i got multiple copies of some empires (3xAmon'krie Continuum,2xXiati Empire). Is this because of the demos has less races?
4) Is it possible to disable all spying in the full version? I prefer open combat Smiling
5) Does the CD full version run without the CD
6) On my trusty old Athlon 1800 XP, with half the galaxy conquered, things like colony list take like 5 seconds to show up, which is a bit annoying if you check multiple colonies that way. I assume that won't be a problem any more on a modern CPU?
7) Does the full versions scripting allow things like "for every uncolonized colonizable planet in systems which allready have a colony, build a colony ship, send it there, and fill the build list depending on the planets minerals" (i'm familiar with coding in general)
Cool Techs and Levels - it seems in many cases, researching advanced weapons (like incinerator beam) makes little sense, because leveling basic weapons with the same research makes those more powerfull. I basically won the game with lvl 10 uranium cannons and lvl 10 meson blasters.
9) Number meanings - what do the damage numbers of "special" weapons like Allegiance Subverter or wormhole beam mean?
10) Are fighters insanely powerfull? They are fast as hell, allways hit, never get hit, do lots of damage (with small uranium cannons - small meson blasters only do little damage) - only weak point seems to be supply.
11) Am i the only one who would (really really really...) prefer "fuel" and "ammunition" instead of "supply" and "ordnance"?
12) Do large ships make sense? They have more structure capacity, but are slower and easier to hit - so they can't chase fleeing small ships, and can't attack small ships that have weapons with higher shooting distance...

Enough questions for the moment, i'll add more once i remember them Eye-wink

‹ Problem with game parameter definitions just couldnot find ansers ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: Various V1.25 (Demo) questions

Submitted by evilginger on Sat, 2007-03-31 19:24.

Quote:
1) Are you supposed to be able to win a "standard" game in only 100 turns, without cheating?

No most games last 1000s of turns if you won the demo congratulations but I bet it was against a small quadrent

Quote:
2) Aproximately how many more techs than the demo version does the full version have? I noticed the demo has many "useless" research fields (like: robotics or stellar manipulation can be researched but do nothing), i assume that isn't the case with the full version

Dificult to tell as I tend to play a Mod with a totaly diferent tech tree but all the use less techs are implementesd and actualy do useful stuff

Quote:
3) AI empires - in the demo, i got multiple copies of some empires (3xAmon'krie Continuum,2xXiati Empire). Is this because of the demos has less races?

Basicaly yes there are no such duplications of empires in the full game there are 13+ full empires and up to five minor ones which cant expand beyond their home system

Quote:
4) Is it possible to disable all spying in the full version? I prefer open combat

Yes you can do it in the game set up along with a lot of other customisable settings such as quadrent size rough number of enamy empires type of quadrent realtive cost of reserch and several others which wont make that much sense until you have played the main game it is very very customisable as a game

Quote:
5) Does the CD full version run without the CD

no

Quote:
6) On my trusty old Athlon 1800 XP, with half the galaxy conquered, things like colony list take like 5 seconds to show up, which is a bit annoying if you check multiple colonies that way. I assume that won't be a problem any more on a modern CPU?

The game can be slow at times and there is a slow memory leak which makes this worse but its basic specifications are not that high and it runs well apart from that. Turn times can be an issue but its a complex game and the AI has a lot to do especialy as it plays unlike many bother games on the same level as a player

Quote:
7) Does the full versions scripting allow things like "for every uncolonized colonizable planet in systems which allready have a colony, build a colony ship, send it there, and fill the build list depending on the planets minerals" (i'm familiar with coding in general)

I dont know weather any one has done that as a script but the game is very customisable but the above doesnt need any scripting and can be done using the build screan set the filter for planets with space yards order all of them to build a colony ship and they will. Then use the Ministers to fill those ships with colonists and to set the subsiquent colonies build lists

Quote:
Techs and Levels - it seems in many cases, researching advanced weapons (like incinerator beam) makes little sense, because leveling basic weapons with the same research makes those more powerfull. I basically won the game with lvl 10 uranium cannons and lvl 10 meson blasters.

This is the subject of a heated debate and the latest patch 1.33 has rebalenced many of the weapons but its still argued about for the main (stock game) and all of the Mods you can also quite easly change these values yourself with a minimum knowledge of scripting.

Quote:
9) Number meanings - what do the damage numbers of "special" weapons like Allegiance Subverter or wormhole beam mean?

It depends on the weapon but neither of those do any damage in the conventional sense most special weapons dont but have an other efect on the target alegience subverters cause ships to change sides in battle for example

Quote:
10) Are fighters insanely powerfull? They are fast as hell, allways hit, never get hit, do lots of damage (with small uranium cannons - small meson blasters only do little damage) - only weak point seems to be supply.

Again this is argued about but yes fighters are powerful but they have more counters in the full game and dont get it all there own way this can again be altered a lot by Modding

Quote:
11) Am i the only one who would (really really really...) prefer "fuel" and "ammunition" instead of "supply" and "ordnance"?

Myself I am used to it haveing cut my teeth on the previous version but you are the first person to raise that that I recall

Quote:
12) Do large ships make sense? They have more structure capacity, but are slower and easier to hit - so they can't chase fleeing small ships, and can't attack small ships that have weapons with higher shooting distance...

This is also the subject of a some what heated debate on this forum I find large ships useful and that properly designed they will hold their own aganst multiple smaller ones but thats my opinion there are plenty to the contery

Quote:
Enough questions for the moment, i'll add more once i remember them

PHew!!!!!

» login or register to post comments
Mod Designer

Re: Various V1.25 (Demo) questions

Submitted by Phoenix-D on Sat, 2007-03-31 19:39.

Small correction: the CD version will run without the CD.

» login or register to post comments
BlueTemplar's picture

Re: Various V1.25 (Demo) questions

Submitted by BlueTemplar on Sun, 2007-04-08 11:12.

2) For a look at all the tech, factories and components in the full game download the PDF manual at:
http://www.strategyfirst.ca/downloads/files/se5manual_v113.zip

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • What does Environmental Resistance do?
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • OK Ship Mod
  • Space Empires V 1.74

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • (only one component per ship effective)
  • Known SE5 v1.74 Bugs
  • Lee Blankenship
  • Mine Field bug
  • Demo 1.25
(c) Strategy First, Inc. All rights reserved.