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 3 users and 166 guests online.

Online users

  • GambitUK
  • BlueTemplar
  • Randallw

Languages

  • English English
  • French French

Browse archives

« August 2008  
Mo Tu We Th Fr Sa Su
        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 General

Starting Technology Level

Submitted by Helker on Thu, 2007-05-10 08:42. Space Empires V General

I noticed that when I create a new Empire, the technology levels for Rock, Ice, and Gas colonization are at level 0. When I start the game, though, I have Level 1 for the colonization type according to my race settings.

Shouldn't it be at level 1 also in the technology screen at empire creation?

‹ Diplomacy Tips or Strategies? Zoom issue ›
» 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.
Rilo57's picture

Re: Starting Technology Level

Submitted by Rilo57 on Thu, 2007-05-10 10:56.

Actually I was just thinking that maybe when you start a game your tech level should be 0 for all three colonization techs. This way you would have to do some research to colonize any planets first. This would be more represenative of a race starting on a planet and having to branch out from that planet. You didn't colonize that 1st rock planet (your race developed there).

SEV, more than a feeling.

» login or register to post comments

Re: Starting Technology Level

Submitted by Helker on Thu, 2007-05-10 12:05.

Rilo57 wrote:
Actually I was just thinking that maybe when you start a game your tech level should be 0 for all three colonization techs. This way you would have to do some research to colonize any planets first. This would be more represenative of a race starting on a planet and having to branch out from that planet. You didn't colonize that 1st rock planet (your race developed there).

SEV, more than a feeling.

As it is now, even if you leave all three at level 0 you will get level 1 in the colonization type of your race. Spending any point in there is just a waste...

If it should be level 0, than make it level 0... Otherwise make it level 1 in the technology panel... But do not leave level 0 and then give level 1...

» login or register to post comments

Re: Starting Technology Level

Submitted by Tilarium on Thu, 2007-05-10 13:07.

Having to research colonizing techs might be what I was looking for! I'm trying to think of a way of slowing down the start game and was tossing around between removeing spaceports and shipyards at startup to trying to figure out how to remove light hull construction. This might do the trick to. Which leads me to ask, how to you add/remove starting techs? Add in this case is for medical... after 2400 years shouldn't you have evolved past leeches?

Kyle

» login or register to post comments

Re: Starting Technology Level

Submitted by WanderDaekar on Thu, 2007-05-10 13:10.

I think it was intended more as a innate racial ability, rather than specifically a technology to research. Your race developed the technology to build things on your homeworld. If your homeworld is rock, then you know how to build effectively on rock planets. To understand the proper way to build on ice planets, or floating cities on gas planets, you would need to research the methodology and techniques involved.

Why it isn't in the technology area during race creation is probably just a small quirk of a bug. Not really a big deal in the grand scheme, as you hardly spend much time in the game creation screens, as compared to actual gameplay. Just shrug and enjoy the game! Laughing out loud

"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

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: Starting Technology Level

Submitted by Thy Reaper on Thu, 2007-05-10 14:08.

Interesting that none of you actually addressed the bug that the OP was about, so I will.

This is caused by the game not checking the race's abilities in the technology panel, and planet type is a racial trait, just not one you purchase. You may have noticed racial techs do not appear if you give your race a racial trait, such as Organic Technology, it won't appear.

All the game needs to do is check the race's current racial traits, and then check anything that can't be researched if you change those racial traits.

-----
Space for rent - please contact owner

» login or register to post comments
se5a's picture
Mod Designer

Re: Starting Technology Level

Submitted by se5a on Fri, 2007-05-11 23:31.

not quite that simple, It would need to check to make sure you didn't select, say... organic tech, then buy some organic reserch in the reserch part of it, go back and deselect organic tech.

-----
an se5a is a ww1 fighter, it is also a car.

» login or register to post comments
Antarian's picture

Re: Starting Technology Level

Submitted by Antarian on Mon, 2007-05-14 18:19.

Can you spend racial points on tech rather than the various bonuses? For example, if I wanted to play the Romulans, and none of the racial bonuses appeal to me, I should be able to spend my points on physics to get cloaking right away, without having to reduce any other starting techs, by spending my points there instead.

All that is done before the naked stars is remembered

» 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:

  • Very disappointed
  • Babylon 5 Wars SEV Mod Update
  • Space Empires V 1.74
  • Babylon 5 Space Empires V mod?
  • SE5 Interface Issues v1.74

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:

  • Is there a manual yet?
  • How to...
  • some stuff I use without support for AI - Fighter
  • System Requirements????
  • TCP/IP Game Trouble
(c) Strategy First, Inc. All rights reserved.