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

Tweaks to the Interface / Not a wish list of gaming engine changes

Pirate xoxxoxo's picture
Submitted by Pirate xoxxoxo on Wed, 2007-05-02 11:30. Space Empires V General

This thread is for minor tweaks to the interface, not for a wish list of additional features, nor for revamping the gaming engine. There are other discussions for those topics.

I want to thank all of the designers, developers, coders, and others who were involved with the creation of Space Empires. SeV is my first exposure to this wonderful computer game. We other players ought to be grateful they even read our posts, take action on what can be reasonably done and makes sense with new patches, and had the foresight to make the game easily mod-able for those who desire to do so.

Let me begin:

I love using hot-keys and being able to enter/change information in various ways and have as many switch-on/off-able memory helpers as possible especially when learning. So in no particular well-thought out order...

I’d like to be able to...
1. ...use the ENTER key on every screen just like clicking the OK button. For example when naming a ship, click OK or hit ENTER to accept the ship name.

2. ...change the attack/defense strategy of a single ship without adding it to a new fleet (I have not figured out any other way).

3. ...toggle on/off button descriptions for inactive buttons. That would surely help the noobies like me pick up the game more quickly instead of having to wait until the button is usable to see it’s description. I’m sure they’re described in the manual, however seeing what it does even if I can’t use it just helps my memory.

4. ...toggle on/off skip a particular ship with remaining movement for a single turn (not like the sentry order which is indefinite) when cycling through my ships.

5. ...view the layout of the fleet formations when selecting a fleet formation.

6. When copying/editing a vehicle, I’d like to have the old name appear for changing when I select SET DESIGN NAME.

7. When making/modifying a strategy the RETREAT SETTINGS and RETREAT WHEN are not changeable. Selecting a different setting does not overwrite the default.

I haven't seen a discussion just on the interface. I'm interested to see what you other members think about these interfacial tweak or others.

Tweaks aside, it’s a great game.

‹ 1.63 broke the Tutorial? multiplayer mods ›
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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Apollon on Wed, 2007-05-02 13:29.

I agree with every point you made! I'd like to add:

8. When double clicking on an already highlighted hex that contains a planet plus other stuff, it would be cool if the planet be selected by default. Or perhaps that double clicking on a hex always selects the first object in the list.

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Thy Reaper's picture
Mod Designer

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Thy Reaper on Wed, 2007-05-02 14:06.

A few suggestions/notes:

7. This is fixed for the next patch.
8. The double click behavior could be an option.

Otherwise I agree with all of the above suggestions.

9. The Empire Flags should stack, rather than appearing behind each other, and a line should be drawn from the flag to the center of the associated hex.

10. Any layout that has mineral, organics, and radioactives production headers, there should be an additional M/O/R header, to condense all three columns into one. There also need to be research, intel, and R/I headers.

11. The ship count indicators on the quadrant map are too small to easily distinguish from one another. They should be a bit bigger.

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ColonialAdmiral's picture
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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by ColonialAdmiral on Wed, 2007-05-02 16:20.

Interface eh?
Does a map that shows empire boundries count? I mean at least re-enabling the Ally/Enemy's colonys listing...

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by vipr on Wed, 2007-05-02 20:22.

um it would be nice if there was some way to speed up the loading before starting the actuall multiplayer/ single player game.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by JTesla on Thu, 2007-05-03 00:12.

Apollon wrote:
I agree with every point you made! I'd like to add:

8. When double clicking on an already highlighted hex that contains a planet plus other stuff, it would be cool if the planet be selected by default. Or perhaps that double clicking on a hex always selects the first object in the list.

A lot of great ideas in the thread, I particularly like this one. The hexes I select the most are the ones that usually have multiple items. It would be a great time saver.

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Sat, 2007-05-05 20:57.

I like #8. Would be nice to be able to set an order. e.g.:
a] planets
b] most/ least movement
c] most least damage
d] attack/defense/colony ship
e] ...

I read in a post where someone wanted to be able to mark enemy colonies so that they would know what they saw without referring to memory or system notes. Visual aids work better for me. So I offer...

12. Being able to mark hexes as...
a] mines [which we already have]
b] enemy/allied colonies
c] unstable warp points
d] custom [for anything not covered]

13. When designating ship type, another custom option would go far

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by bernie303 on Mon, 2007-05-07 02:08.

2. Strategy can be set when creating a ship.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Red_mosquito on Mon, 2007-05-07 10:55.

14. A button to filter out Systems To Avoid in the colonizable planets window (like in SE:IV).

15. The option to view your fleets as single units in the ships window (also like SE:IV).

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by javaslinger on Mon, 2007-05-07 11:06.

I would prefer to be able to select planets in the construction window by clicking the name, instead of having to click the little circle/squares. Currently clicking the name simply highlights it but really does not select it.

Or at least the option to do this.

Thanks,

Javaslinger

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Tue, 2007-05-08 00:03.

16. Be able to undo the movement path one hex at a time AND see how much movement is remaining for that turn: e.g. For a ship with 13 movement instead of showing presently for hexes in the path ... 0 0 0 1 1 1...
show ... 0:2 0:1 0:0 1:12 1:11 1:10 ...
In the form of [turn]:[movement left for that turn].

17. Be able to see exactly how much is going to be transferred to a ship. Instead of showing [4930M pop to be loaded] show whatever to actually be loaded [15M Cheeze Zombies to be loaded]

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Janster on Tue, 2007-05-08 00:18.

I want to see more general orders during fleet combat.

All those nitpicking orders are useless in this kind of scaled warfare.

ALL forward , ALL engage , ALL retreat etc

Would make a world of diffrence.

Janster

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by crward on Fri, 2007-05-11 09:20.

13. Add a "Next Construction Queue" or "Go to constructon queue of next planet" button -- perhaps simply enabling the main-map button (delete/insert) on the construction screen.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by lwmweb on Sun, 2007-05-13 15:20.

Suggestions for improvement to the interface:

1. When adding items to be built over time SEV does not increment as you develop new technology. i.e. if I setup multiple builds with Monolith Facility 5 and develop Monolith facility 6 I keep building Monolith facilities 5.
2. In this same vain if I setup a “Fill form list” the system does not increment as I research higher levels. This makes this facility worthless.
3. There are several places where I can design the reports I want. I can save a name but each time I start a game I need to reinput my preferences. It would be nice to carry those from game to game.
4. At the end of turn it would be nice if it listed ships with movement left separately from ships in Fleets. After a short time in a game that ships with no movement statistic becomes meaningless as most of my ships are in Fleets.
5. Ability to save our own default fleet formation across games.
6. Make the ‘ship/fleet status icon’ the same size as the ‘colony status Icon size’.
7. To restate an earlier request it would be very helpful if ships in fleets did not show up separately in the ‘ship list’ window. I believe it was that way in SEIV so it was probably changed due to requests. An option would be nice. This would solve two problems. 1) It would be much easier to find fleets and their locations. 2) The ship list becomes very slow to load after I exceed 130 ships. If ships in fleets did not show, so did not need to be indexed, it would display much faster.
8. Adding Monolith to the ‘Colony Type’ window.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by bernie303 on Sun, 2007-05-13 19:23.

1. Selecting upgrade facilities in the construction menu give repeats of upgrades. Especially mineral extractors. Also, the currently cued facilities that are disired to be built do not upgrade immediately and upgrade needs to be selected twice.

2. In the log menu it would be helpful to treat upgrades like new construction builds. When multiple facilities of the same type are built it says this many have been built. For upgrades it lists each one separately which makes the logs needlessly long.

3.Removing medical center and space port from the mineral extractors list on the contruction menu and add them to population support or give them their own section.

4.There is an extra facility that should be removed in the log for upgrades so there is no more Facility facility displayed.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Litcube on Mon, 2007-05-14 00:25.

Skip sentry'd fleets.

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largedarryl's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by largedarryl on Mon, 2007-05-14 09:26.

@litcube if a ship is sentried (or a fleet) the next ship should skip over them, but the problem with this is they become un-sentried if there are any other ships/units in the system. So if you place a fleet on the wormhole to your system, but you can see other ships/planets you cannot sentry any of your units.
EDIT: Sorry I misread, you want to skip sentried fleets, yeah that would be nice.

The option I found that is nice is "skip ships in fleets" This is under the empire options menu and now when i press next ship, I never have to cycle through my stack of 1 movement ships.

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BlueTemplar's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by BlueTemplar on Mon, 2007-05-14 13:05.

Some more ideas:
- new order : hold ground for x (10?) turns : don't show in "next ship list" even if there are enemys nearby.
- option to treat fleets as single ships using the "next ship" order.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by javaslinger on Mon, 2007-05-14 14:21.

I would like the 'Go To' option including in the construction window. As it in in the colonies list, etc...

Javaslinger

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Thy Reaper's picture
Mod Designer

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Thy Reaper on Mon, 2007-05-14 16:02.

I don't actually use the feature, since I tend to have few enough fleets that I can manually track them, but there is a next/previous fleet button. If you go to empire options and choose the option that skips ship in fleets for the n/p ship button, this should be the functionality you want.

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BlueTemplar's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by BlueTemplar on Mon, 2007-05-14 17:17.

The problem is that after cycling through 30 ships or so, I often forget to cycle through fleets and end the turn without moving them... Also I make some fleets only to change the ship's strategy.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by crazydog on Mon, 2007-05-14 18:00.

The ability to order all ships of one class at the same time.

Examples

All CA Marauder MK III upgrade to CA Marauder MK IV

All FG Lily MK XXI scrap

All BB Avenger MK IX go to Planet Boromir X

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Galvorte on Tue, 2007-05-15 14:05.

Be able to designate one's own custom ship types in game, the same way one can with colony types.

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Dvoongar on Thu, 2007-05-17 06:53.

A button that would let you update all ships in que, provided they had an earlier roman numeral with the same name. This could go beneath the make obsolete button.

And an undo feature would be handy when altering strategies. The buttons that 'change all' are downright dangerous.

A chase command would be good in combat - but I can make do with ram most of the time.

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Antarian's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Antarian on Thu, 2007-05-17 11:04.

My suggestion, easy.

Make it like SE IV, but with 3-d.

SEIV interface was perfect, the best interface ever done for a strategic space game. Throwing the ideas in it away was sheer madness.

All that is done before the naked stars is remembered

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Sat, 2007-06-02 21:59.

Seems as if my last post did not post. Oh, hell...

18. Be able to edit/upgrade the build ‘items list’ for planet queues.

19. Be able to edit ships designs even if being built and upgrade them in their construction queues.

20. Be able to see exactly how cultural advances affect the empire.

21. When designing a ship, be able to change decks even with a component selected.

22. Don’t show ship components that can’t be selected, e.g. mine sweepers or planetary bombardment for freighters. (If you know how to make those work on a freighter message me.)

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Sat, 2007-06-02 22:03.

BlueTemplar wrote:
Some more ideas: - new order : hold ground for x (10?) turns : don't show in "next ship list" even if there are enemys nearby. - option to treat fleets as single ships using the "next ship" order.
I like them both especially the 'treat fleets as single ships' idea.

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Sat, 2007-06-02 22:04.

Let me be more specific. Have an option to treat a fleet that has any ship/unit with no remaining movement to be skipped.

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Mod Designer

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Fyron on Sun, 2007-06-03 00:17.

Pirate xoxxoxo wrote:
c] unstable warp points
I worked around that in FQM by making all WPs with abilities look visually distinct from normal WPs. They used to be this way in SE4, but SE5 only has one WP texture in use in stock. :-\

lwmweb wrote:
1. When adding items to be built over time SEV does not increment as you develop new technology. i.e. if I setup multiple builds with Monolith Facility 5 and develop Monolith facility 6 I keep building Monolith facilities 5.
Try the upgrade all facilities button. It will replace all Monolith Vs in the queues with VIs.


SpaceEmpires.net | Space Empires Wiki

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Edward Teach on Mon, 2007-06-04 19:58.

Pirate xoxxoxo wrote:

22. Don’t show ship components that can’t be selected, e.g. mine sweepers or planetary bombardment for freighters. (If you know how to make those work on a freighter message me.)

Seems as though the cat is out of the bag Pirate xoxxoxo! Now where is that fleet headed to would be the question of the moment...

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Fyron on Mon, 2007-06-04 21:45.

You can place mine sweepers and napalm on freighters and use them fine... why should they be hidden?


SpaceEmpires.net | Space Empires Wiki

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Quantum on Tue, 2007-06-05 08:18.

When an event is reported, highlight the system it happened in on the galaxy map.
Fix Dyson spheres so you can see the owners flag and ship counter.
Borders, why was this not implemented in SEV? I want to see a border map like SEIV with colours for each empire.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Mon, 2007-06-11 18:20.

I sent the freighter/sweepers through a hole as fodder to soften up the minefield so my destroyer/sweepers could come through the next turn and finish the job.

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Mon, 2007-06-11 18:22.

Edward Teach wrote:
Pirate xoxxoxo wrote:

22. Don’t show ship components that can’t be selected, e.g. mine sweepers or planetary bombardment for freighters. (If you know how to make those work on a freighter message me.)

Seems as though the cat is out of the bag Pirate xoxxoxo! Now where is that fleet headed to would be the question of the moment...

This was meant to be quoted for my last reply

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Mon, 2007-06-11 18:31.

Fyron wrote:
You can place mine sweepers and napalm on freighters and use them fine... why should they be hidden?


SpaceEmpires.net | Space Empires Wiki

In my inside KOTH and outside KOTH tests freighters could lay mines but not sweep them. I'm using Kwok v1.35. About the planetary napalm I have not tested nor should I have mentioned that.

But here's a question. When a mine sweeper sweeps mines and then is subsequently destroyed in the same turn by unswept mines, will you still be notified of how many mines were swept?

Also, when emerging through a warp hole containing a mine field, is there any difference with respect to sweeping from just entering a sector with a mine field, ceteris paribus?

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Mon, 2007-06-11 18:38.

23. Just like having the upgrade all construction queues button, another nice one would be to upgrade all ship designs in queues button to their latest Roman numeral in planetary queues and construction lists.

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Mon, 2007-06-11 19:17.

24. List build times to two decimal places (instead of using the Least Integer Function) and maybe list the cumulative time to completion. For Example a colony ship might have listed to it on the right "1.13/4.23" meaning it will take 1.13 years to build and will be completed in 4.23 years (ready for use in 5 turns) instead of just listing "2" next to it [url=http://](LIF[1.13]=2).

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an_unoriginal_username's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by an_unoriginal_u... on Mon, 2007-06-11 20:11.

Quantum wrote:
... Borders, why was this not implemented in SEV? I want to see a border map like SEIV with colours for each empire. ...
This was just added in 1.39, but the patch has not been released yet http://www.spaceempires5.com/en-US/node/3524

Pirate xoxxoxo wrote:
But here's a question. When a mine sweeper sweeps mines and then is subsequently destroyed in the same turn by unswept mines, will you still be notified of how many mines were swept?
Yes, I'm pretty sure you are

Pirate xoxxoxo wrote:
Also, when emerging through a warp hole containing a mine field, is there any difference with respect to sweeping from just entering a sector with a mine field, ceteris paribus?
You are sweeping a mine field when one of your ships has a mine sweeper. Just entering a sector with a mine field would be a good way to get rid of obsolete ships.
an unoriginal signature

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Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Ungor on Tue, 2007-06-12 06:13.

BlueTemplar wrote:
Some more ideas: - new order : hold ground for x (10?) turns : don't show in "next ship list" even if there are enemys nearby.

The traditional way of handling this is to have 3 options:
-Sentry: as we have now.
-Sleep: do not show up in notifications/next ship list again until sleep mode is turned off.
-Done: do not show up in the notifications/next ship list this turn. This was the original #4 if I'm reading it right.

I would love to see the last two orders added, especially "done." I don't suppose that could be modded in?

I'd also like to request another change:
-Move the tooltip that appears when mousing over list entries on the Planets, Construction Queues, and Systems screen to the lower right, as it is on the Ships and Colonies screen. The current placement in the upper right blocks a significant chunk of the quadrant map.

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se5a's picture
Mod Designer

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by se5a on Tue, 2007-06-12 06:34.

pirate, you just like... replied 5 times in a row... was that really necessary?

I'm still not understanding the problem you are having with freighters and sweeping mine fields.
Mine sweeping components count as cargo components in BM, so you can fill up a freighter with these, then order it to move onto an existing minefield to sweep.

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Wed, 2007-07-04 12:11.

Quote:
pirate, you just like... replied 5 times in a row... was that really necessary?
Five is a magic number.

Quote:
I'm still not understanding the problem you are having with freighters and sweeping mine fields.
Upon further experimenting, I found out the hard way that if you have the strategies set just right/wrong the freighters will not sweep. That has been adjusted.

New Issue:

25. It has been shown to me in my KOTH game vs Gusset that a space yard ship having the choice to load newly constructed fighters either on a mine layer or a carrier with both with plenty of empty cargo space will choose the mine layer every time. (I speculate because the mine layer has more cargo capacity even though not of the appropriate type.) I could only transfer the fighters to the carrier by first transferring them to a planet and loading them onto the carrier. They could not be transferred directly from one ship to the other in space. Of course not having the mine layer in the same hex solved the problem.

I propose that we be able to designate which ship the space yard ship will load the items it constructs or by default load items into appropriate cargo holds if available. [Should we also be able to transfer cargo of all types between ships in space?]

26. Also in the same game it has been demonstrated to me relentlessly that ships guarding a warp point accompanied by a mine field will always retreat when any enemy ship enters the hex and is blown up by the mines. It has been shown this also works for planets with minefields and guard ships. I have used "never retreat" and "stay close to combat ships" for the retreat direction (but not the "stay close to planet" option). Is this a feature of the game to ease warp assaults?

Ships retreating for no apparent reason is perplexing. I'd like the Adolf Hitler order made available, "Do not retreat ever", as an option. Or make available another retreat direction, "None" or "Nowhere".

Quote:
24. List build times to two decimal places (instead of using the Least Integer Function) and maybe list the cumulative time to completion. For Example a colony ship might have listed to it on the right "1.13/4.23" meaning it will take 1.13 years to build and will be completed in 4.23 years (ready for use in 5 turns) instead of just listing "2" next to it [url=http://](LIF[1.13]=2).
Wtf? I had to ponder on the meaning of this item when I reread it. Let me put it into perspective. The colony ship in this example is not at the top of the build queue. It will take 1.13 years to build and will be ready in 4.23 years because there are other items to be built in the queue before the colony ship's construction begins. Don't ask me how the "[url=http://]" got in there.

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Pirate xoxxoxo's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by Pirate xoxxoxo on Wed, 2007-07-04 12:16.

Ungor wrote:

-Done: do not show up in the notifications/next ship list this turn. This was the original #4 if I'm reading it right.

Right, that's exactly what I had in mind.

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galliard's picture

Re: Tweaks to the Interface / Not a wish list of gaming engine c

Submitted by galliard on Sat, 2007-12-15 19:30.

How about a 'select all' option for the construction que list? it gets to be a pain after a while selecting over a hundred planets little check boxes to add a new recon satellite or weapons platform to their construction que.. a select all button would make that go much faster.

also, in the unit design screen, a button to scrap an entire class of ship/unit would also be very helpful. like when you just built those new satelites, and you want to get rid of the obsolete ones all at once. great for mines and weapons platforms too

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