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

Holy militia, Batman!

RogerN's picture
Submitted by RogerN on Sun, 2007-07-15 14:17. Space Empires V General

This has got to be a bug.

I just started a brand new game with the 1.44 patch and Balance Mod 1.08. My first invasion fleet arrived at an outlying enemy colony. Quick scans indicated that it was a small world - 23 million colonists, zero weapons platforms or cargo.

I landed just over 100 troops to be on the safe side Smiling

... only to be confronted by no less the THREE HUNDRED enemy militia troops. My framerate dropped to about 1 frame per second. Eventually the battle concluded with my 147 troops getting slaughtered (although we killed more than 100 of the enemy's militia). What on earth just happened?! The log of the battle confirms that the enemy received 300 militia troops. After the battle, scans of the planet still showed there were 0 troops in its cargo.

I've never seen that many troops in any planet. Ever. Heck, that many troops shouldn't even fit in the cargo space of a planet that size.

‹ Kontakt zu anderen Rassen ????? Lost Designs ›
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BlueTemplar's picture

Re: Holy militia, Batman!

Submitted by BlueTemplar on Sun, 2007-07-15 16:04.

Looks like the "no militia" problem was corrected in the last patch. And since BM already tried to correct that problem, you've got extra militia now.

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Re: Holy militia, Batman!

Submitted by zilfondel on Mon, 2007-07-16 04:00.

Nuke 'n pave, baby. Nuke 'n pave. Smiling

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Re: Holy militia, Batman!

Submitted by msnevil on Mon, 2007-07-16 06:31.

In C:\Program Files\Strategy First\Malfador Machinations\Space Empires Compilation\SE5\GameTypes\Balance Mod v105+\Data. (Or where ever the Balance mod data folder is at) Open up settings.txt, and change

Number Of Ground Combat Militia Troops := 30

To

Number Of Ground Combat Militia Troops := 20

This will give 50 AI militia at 350 population. (decreasing the above number will lower AI militia troop count.) A AI home world will properly need a massive bombardment before a ground invasion?

(Also does ground combat replay supposed to have revolving buildings?)

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RogerN's picture

Re: Holy militia, Batman!

Submitted by RogerN on Mon, 2007-07-16 09:00.

Quote:
Number Of Ground Combat Militia Troops := 30

To

Number Of Ground Combat Militia Troops := 20

At first glance that looks like it will only decrease the number of troops by 33%. Is that correct? That would lower the 300 militia to 200, which still seems quite excessive for a planet with only 23 million colonists.

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Re: Holy militia, Batman!

Submitted by rdunham3 on Mon, 2007-07-16 11:16.

Only 23 million?

Round up all the people from the major US cities, see how many are armed or have firearms at home, and consider trying to take the US door-to-door. Multiply that by a few factors.

If you only have to deal with a few hundred militia, you've got it easy.

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BlueTemplar's picture

Re: Holy militia, Batman!

Submitted by BlueTemplar on Mon, 2007-07-16 11:19.

Except this is not infantry militia, but tanks!

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RogerN's picture

Re: Holy militia, Batman!

Submitted by RogerN on Mon, 2007-07-16 11:28.

Quote:
If you only have to deal with a few hundred militia, you've got it easy.

I'm sorry, but that just can't be correct. If the game engine can just barely handle the quantity of militia produced by 23M colonists, then what on *earth* is going to happen when invading a homeworld?

The entire city block was totally full of troops. The slowdown was such that the user interface become completely unresponsive for 90% of the battle. If that's supposed to be a SMALL ground battle (and yes, 23 million is a very small colony), how can the game possibly handle a large battle?

Furthermore, the cargo space occupied by 23 million colonists (for balance mod) is 920 kt. But the total size of the militia troops they get is 4500 kt! That just can't be correct. The implication is that it's more efficient to defend your planet by dumping more colonists on it, rather than transporting troops!

Forget the army, just dump more civilians...

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RogerN's picture

Re: Holy militia, Batman!

Submitted by RogerN on Mon, 2007-07-16 19:06.

Just a quick update:

I took a look at settings.txt, and this definitely appears to be a bug. It is apparent that a planet with 28M colonists ought to only get 1 militia unit. The 300 I encountered is supposed to be reserved for planets with more than 64 billion colonists (that is the maximum entry).

I'm going to guess that the stock game also suffers from the bug, but the effects are not as large. The stock game only generates 10 troops maximum for a militia.

Perhaps a change was made such that the population quantity has been multiplied by 1 million prior to the lookup?

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Re: Holy militia, Batman!

Submitted by Qcontinuum on Tue, 2007-07-17 02:15.

I can confirm this bug for standard SE V. It seems that always the last entry for the militia number is used. You should e-mail this bug to MM.

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Re: Holy militia, Batman!

Submitted by msnevil on Tue, 2007-07-17 02:17.

RogerN

Decrease the Number to 3 and you should see 10 troops instead. For a population of 23 million. (ie Balance mod multiplies the troop numbers with the original Stock game. -I think?-)

For population 300. Troop number - initial troop combat number.
(20=15, 50=20, 300=30.) Test via SEV Ground combat. (not simulator.)

Warning way off the topic subject-

For me, It makes more sense that AI worlds Should take massive amounts of bombardment before a effective invasion can be started. Hence why I prefer the number twenty for initial troop number.

(In the original Stock Game of SEIV, It took at least 2-3 troop transport ships fully loaded with militia troops before a successful invasion of a AI home planet.)

Heck, If we really cold hard historical reality. Look at successful Invasions of foreign lands via various World empires. Where the occupied did not want to be occupied. For exp. Carthage was raised to the ground during the third punic war. And never rised again. Germany-Japan was totally occupied and The top axis military leaders were mostly executed. The Assyrian complety destroyed the Chaldean Babylonia. etc

Of course, Some invasions happened without too much bloodshed. But in these types of successful invasions, the will of people was not agianst the occupier. (A successful propaganda win via various cultural, societal, religious, and economical avenues of pursuit.)

Of course, A Propaganda win is via intelligence. With a mixture of ground invasion for that stubborn resistance that doesn't want to submit to the "overlord".

A fun parallel would a SE5 version of the "War of Iraq", but such a debate would lead to a "flame" war. So I will stick to ancient historical wars instead.

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Re: Holy militia, Batman!

Submitted by Qcontinuum on Tue, 2007-07-17 02:32.

I probably found the solution for this bug: you have to reverse the militia number list. Put the highest population amount as first entry and the least population amount as last entry. Then everything seems to work fine.

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Re: Holy militia, Batman!

Submitted by fdlu on Tue, 2007-07-17 06:23.

msnevil wrote:
RogerN

Decrease the Number to 3 and you should see 10 troops instead. For a population of 23 million. (ie Balance mod multiplies the troop numbers with the original Stock game. -I think?-)

For population 300. Troop number - initial troop combat number.
(20=15, 50=20, 300=30.) Test via SEV Ground combat. (not simulator.)

and

Qcontinuum wrote:
I probably found the solution for this bug: you have to reverse the militia number list. Put the highest population amount as first entry and the least population amount as last entry. Then everything seems to work fine.

Not quite sure. How do I have to change the numbers ?
I use Balance Mod 1.08 and have yet to play to an actual invasion so I cannot comment on it.
As far as I can determine the below table from the data folder from BM 1.08 (if it is the one you suggest to) seems to be ok.

As I am nearing in my current game the possibility of invasion this is a serious problem (the right amount of militia troops for the population amount!) which I very much would like to rectify until addressed by a proper patch/mod.

Thanks for any help.

Excerpt from settings file:

Number Of Ground Combat Militia Troops := 30
Ground Combat Militia Troop 1 Population Amount Or Less := 50
Ground Combat Militia Troop 1 Troops Amount := 1
Ground Combat Militia Troop 2 Population Amount Or Less := 100
Ground Combat Militia Troop 2 Troops Amount := 2
Ground Combat Militia Troop 3 Population Amount Or Less := 150
Ground Combat Militia Troop 3 Troops Amount := 3
Ground Combat Militia Troop 4 Population Amount Or Less := 200
Ground Combat Militia Troop 4 Troops Amount := 4
Ground Combat Militia Troop 5 Population Amount Or Less := 250
Ground Combat Militia Troop 5 Troops Amount := 5
Ground Combat Militia Troop 6 Population Amount Or Less := 300
Ground Combat Militia Troop 6 Troops Amount := 6
Ground Combat Militia Troop 7 Population Amount Or Less := 350
Ground Combat Militia Troop 7 Troops Amount := 7
Ground Combat Militia Troop 8 Population Amount Or Less := 400
Ground Combat Militia Troop 8 Troops Amount := 8
Ground Combat Militia Troop 9 Population Amount Or Less := 450
Ground Combat Militia Troop 9 Troops Amount := 9
Ground Combat Militia Troop 10 Population Amount Or Less := 500
Ground Combat Militia Troop 10 Troops Amount := 10
Ground Combat Militia Troop 11 Population Amount Or Less := 600
Ground Combat Militia Troop 11 Troops Amount := 12
Ground Combat Militia Troop 12 Population Amount Or Less := 700
Ground Combat Militia Troop 12 Troops Amount := 14
Ground Combat Militia Troop 13 Population Amount Or Less := 800
Ground Combat Militia Troop 13 Troops Amount := 16
Ground Combat Militia Troop 14 Population Amount Or Less := 900
Ground Combat Militia Troop 14 Troops Amount := 18
Ground Combat Militia Troop 15 Population Amount Or Less := 1000
Ground Combat Militia Troop 15 Troops Amount := 20
Ground Combat Militia Troop 16 Population Amount Or Less := 1250
Ground Combat Militia Troop 16 Troops Amount := 25
Ground Combat Militia Troop 17 Population Amount Or Less := 1500
Ground Combat Militia Troop 17 Troops Amount := 30
Ground Combat Militia Troop 18 Population Amount Or Less := 1750
Ground Combat Militia Troop 18 Troops Amount := 35
Ground Combat Militia Troop 19 Population Amount Or Less := 2000
Ground Combat Militia Troop 19 Troops Amount := 40
Ground Combat Militia Troop 20 Population Amount Or Less := 2500
Ground Combat Militia Troop 20 Troops Amount := 50
Ground Combat Militia Troop 21 Population Amount Or Less := 3000
Ground Combat Militia Troop 21 Troops Amount := 60
Ground Combat Militia Troop 22 Population Amount Or Less := 3500
Ground Combat Militia Troop 22 Troops Amount := 70
Ground Combat Militia Troop 23 Population Amount Or Less := 4000
Ground Combat Militia Troop 23 Troops Amount := 80
Ground Combat Militia Troop 24 Population Amount Or Less := 5000
Ground Combat Militia Troop 24 Troops Amount := 100
Ground Combat Militia Troop 25 Population Amount Or Less := 6000
Ground Combat Militia Troop 25 Troops Amount := 120
Ground Combat Militia Troop 26 Population Amount Or Less := 7000
Ground Combat Militia Troop 26 Troops Amount := 140
Ground Combat Militia Troop 26 Population Amount Or Less := 8000
Ground Combat Militia Troop 26 Troops Amount := 160
Ground Combat Militia Troop 27 Population Amount Or Less := 9000
Ground Combat Militia Troop 27 Troops Amount := 180
Ground Combat Militia Troop 28 Population Amount Or Less := 10000
Ground Combat Militia Troop 28 Troops Amount := 200
Ground Combat Militia Troop 29 Population Amount Or Less := 32000
Ground Combat Militia Troop 29 Troops Amount := 250
Ground Combat Militia Troop 30 Population Amount Or Less := 64000
Ground Combat Militia Troop 30 Troops Amount := 300

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Re: Holy militia, Batman!

Submitted by Qcontinuum on Tue, 2007-07-17 09:14.

Just change what you posted as follows:

Number Of Ground Combat Militia Troops := 30
Ground Combat Militia Troop 1 Population Amount Or Less := 64000
Ground Combat Militia Troop 1 Troops Amount := 300
Ground Combat Militia Troop 2 Population Amount Or Less := 32000
Ground Combat Militia Troop 2 Troops Amount := 250
.
.
.
.
.
Ground Combat Militia Troop 29 Population Amount Or Less := 100
Ground Combat Militia Troop 29 Troops Amount := 2
Ground Combat Militia Troop 30 Population Amount Or Less := 50
Ground Combat Militia Troop 30 Troops Amount := 1

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arthurtuxedo's picture

Re: Holy militia, Batman!

Submitted by arthurtuxedo on Tue, 2007-07-17 10:27.

You can clearly see the problem. It says "Population Amount or Less". Well, a population of 22 is certainly less than 64,000.

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Captain Kwok's picture
Mod Designer

Re: Holy militia, Batman!

Submitted by Captain Kwok on Tue, 2007-07-17 10:33.

At least it's an easy fix. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Re: Holy militia, Batman!

Submitted by fdlu on Tue, 2007-07-17 11:43.

Oh...

Thanks a lot.

Quite obvious.

CAREFUL reading is quite an advantage,
avoids feeling stupid. Non-native language
no excuse.

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Re: Holy militia, Batman!

Submitted by rsteph on Tue, 2007-07-17 14:17.

I'll have to remember all this when I get ready to start invading... I'm thinking maybe I'm better off killing off everything, and then just starting a new colony. lol

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Re: Holy militia, Batman!

Submitted by rsteph on Tue, 2007-07-17 14:19.

Sorry didn't mean to double post.

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Re: Holy militia, Batman!

Submitted by obliwobly on Tue, 2007-07-17 15:32.

lol I dont know what is wrong here but that hasnt fixed it for me, can anyone explain clearly please, a method they have tested with unnamed.AI. I followed the example above and did this to my main settings file in the primary DATA folder.

Number Of Ground Combat Militia Troops := 10
Ground Combat Militia Troop 1 Population Amount Or Less := 1000000
Ground Combat Militia Troop 1 Troops Amount := 10
Ground Combat Militia Troop 2 Population Amount Or Less := 64000
Ground Combat Militia Troop 2 Troops Amount := 9
.
Ground Combat Militia Troop 10 Population Amount Or Less := 100
Ground Combat Militia Troop 10 Troops Amount := 1

And got this at a teeny little enemy border planet 15M population and 11 small troops in cargo, I counted the icons 167 but I think some of them are stacks.

http://homepage.ntlworld.com/boolybooly/militia.jpg

what am I doing wrong please ?

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Re: Holy militia, Batman!

Submitted by fdlu on Tue, 2007-07-17 16:39.

obliwobly wrote:
lol I dont know what is wrong here but that hasnt fixed it for me, can anyone explain clearly please, a method they have tested with unnamed.AI. I followed the example above and did this to my main settings file in the primary DATA folder.

Number Of Ground Combat Militia Troops := 10
Ground Combat Militia Troop 1 Population Amount Or Less := 1000000
Ground Combat Militia Troop 1 Troops Amount := 10
Ground Combat Militia Troop 2 Population Amount Or Less := 64000
Ground Combat Militia Troop 2 Troops Amount := 9
.
Ground Combat Militia Troop 10 Population Amount Or Less := 100
Ground Combat Militia Troop 10 Troops Amount := 1

And got this at a teeny little enemy border planet 15M population and 11 small troops in cargo, I counted the icons 167 but I think some of them are stacks.

http://homepage.ntlworld.com/boolybooly/militia.jpg

what am I doing wrong please ?

I do not know the mod but probably you changed the wrong file.

It seems you had changed the stock file but not the mod file.

The mods are located in the game types folder, and there is
most likly a data folder in your mod.

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Mod Designer

Re: Holy militia, Batman!

Submitted by unnamed on Tue, 2007-07-17 17:15.

fdlu and obliwobly,

The Unnamed Mod uses the default data from stock and there is no, or should not be, a data folder in the mod folder.

-Unnamed

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Re: Holy militia, Batman!

Submitted by msnevil on Tue, 2007-07-17 20:26.

A simpler solution would be to simply delete the troop entry
from the balance settings mod:

"
Number Of Ground Combat Militia Troops := 15
Ground Combat Militia Troop 1 Population Amount Or Less := 50
.
.
Ground Combat Militia Troop 30 Population Amount Or Less := 64000
Ground Combat Militia Troop 30 Troops Amount := 300"

And copy\paste the Stock troop settings into the Balance settings mod. (At least until Kwok change's the troop count in his next mod patch)

(By reversing the numbers, I think the first line of code is read, and the rest is ignored. Which btw, does fix the 300 troop problem by deleting all Numerical population counts under 64,000)

Stock
"Number Of Ground Combat Militia Troops := 10
Ground Combat Militia Troop 1 Population Amount Or Less := 100
Ground Combat Militia Troop 1 Troops Amount := 1
Ground Combat Militia Troop 2 Population Amount Or Less := 500
Ground Combat Militia Troop 2 Troops Amount := 2
Ground Combat Militia Troop 3 Population Amount Or Less := 1000
Ground Combat Militia Troop 3 Troops Amount := 3
Ground Combat Militia Troop 4 Population Amount Or Less := 2000
Ground Combat Militia Troop 4 Troops Amount := 4
Ground Combat Militia Troop 5 Population Amount Or Less := 4000
Ground Combat Militia Troop 5 Troops Amount := 5
Ground Combat Militia Troop 6 Population Amount Or Less := 8000
Ground Combat Militia Troop 6 Troops Amount := 6
Ground Combat Militia Troop 7 Population Amount Or Less := 16000
Ground Combat Militia Troop 7 Troops Amount := 7
Ground Combat Militia Troop 8 Population Amount Or Less := 32000
Ground Combat Militia Troop 8 Troops Amount := 8
Ground Combat Militia Troop 9 Population Amount Or Less := 64000
Ground Combat Militia Troop 9 Troops Amount := 9
Ground Combat Militia Troop 10 Population Amount Or Less := 1000000
Ground Combat Militia Troop 10 Troops Amount := 10"

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Re: Holy militia, Batman!

Submitted by RBcrusher on Wed, 2007-07-18 00:23.

New game SE1.44, BM1.08:

The reverse order trick didn't work for me.. always 300 militia, so I did some more checking and found out the real problem in settings.txt.

Change: Number Of Ground Combat Militia Troops to 31. 30 is wrong and the game is not detecting the wrong number of entries on loading, This probably is responsible in some instability after doing any ground combat such as bad pointers and access violation when exiting the game if not during play, which I noticed happens eventually, also.

Also fix:
The entry 26 duplicate is actually an entry 27 error this should be fixed and the following ones changed to increase their entry number by 1. The number of entries is really supposed to be 31.

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Re: Holy militia, Batman!

Submitted by Qcontinuum on Wed, 2007-07-18 01:18.

RBcrusher I can't confirm your observation.

There is indeed a double entry 26 for militia amount in BM settings.txt. But if you correct that and increase the number of entries to 31, I still get the maximum of 300 militia.
However if you reverse the order of entries as I said you get the correct number of militias. I tested this with various population amounts in a test game version 1.44.

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Re: Holy militia, Batman!

Submitted by RBcrusher on Wed, 2007-07-18 02:20.

Interesting.. I had tried a couple turns with reverse order, but before the num entries fix, did 2 invasions against, 865M pop and 66M pop and had 300 militia each time. But now on turn 29 I changed back, including the num entries fix and had tried 3 times to reload game to do a few things, and it crashes mid turn. It happens while moving a non-specific ship I think, but not sure. Back to reverse and try again...
I hope the savegame files are OK.

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RogerN's picture

Re: Holy militia, Batman!

Submitted by RogerN on Wed, 2007-07-18 08:33.

Quote:
Another question for anyone (please only if you can confirm from personal experience) - do I need to start a new game from scratch each time I tweak the file, to get this working ?

No, you do not need to restart in order for the changes to have an effect. I have tested this with my own game.

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Re: Holy militia, Batman!

Submitted by obliwobly on Wed, 2007-07-18 09:51.

Thanks, and you made the reverse list work with BM 1.08?

I have tested again today and keep getting a very large number of troops on the planet (hundreds more than shown as cargo) with the vanilla settings.txt using unnamed.AI after reversing the list as I posted above.

I do not know if I am making a mistake or need to do something more or whether there is a difference between BM and unnamed.AI causing this which I cannot fathom. I have checked my typing!

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RogerN's picture

Re: Holy militia, Batman!

Submitted by RogerN on Wed, 2007-07-18 10:27.

I didn't try reversing the list. I basically copied the militia settings from the stock game so that the maximum number of militia troops is 10. Due to the bug, all planets are therefore given 10 militia regardless of population. I saw that as a suitable compromise for now.

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Re: Holy militia, Batman!

Submitted by obliwobly on Wed, 2007-07-18 10:56.

OK Thanks roger, perplexing, because I have just tried replacing a backup of the vanilla settings file to be sure about this and still get the same problem, 312 units in battle, ie 300 militia plus the cargo.

In addition using fighters plus troops, all my vehicles are positioned so far down the map that they cannot be seen or selected and are not auto-moving either.

I think Aaron broke something !

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Captain Kwok's picture
Mod Designer

Re: Holy militia, Batman!

Submitted by Captain Kwok on Wed, 2007-07-18 12:24.

The link below has an updated set of miltia values for the Balance Mod to correct the bug with miltia amounts in v1.44 of SE:V.

http://www.captainkwok.net/files/Settings.zip

Download and unzip to your Balance Mod's data folder.

-----

Space Empires Depot | SE:V Balance Mod

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Captain Kwok's picture
Mod Designer

Re: Holy militia, Batman!

Submitted by Captain Kwok on Thu, 2007-07-19 01:46.

It wouldn't have any effect. The link I posted was a fix for the Balance Mod games only.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Holy militia, Batman!

Submitted by msnevil on Thu, 2007-07-19 02:47.

thanks for the fix, kwok.

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Re: Holy militia, Batman!

Submitted by obliwobly on Thu, 2007-07-19 02:57.

Oh no my game is using BM 108 ! I just checked the load game window.

I could swear I set it up with unnamed, sorry Kwok & everyone, I am being nooby.

*embarrassed* thanks for the fix

But I am still having trouble invading with fighters and tanks which spawn off the battle map and are getting stuck at the very edge.

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Re: Holy militia, Batman!

Submitted by obliwobly on Thu, 2007-07-19 02:59.

edit

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Re: Holy militia, Batman!

Submitted by obliwobly on Thu, 2007-07-19 03:02.

edit to remove innaccuracy in case others refer to this thread for information

Also, anyone, why are my fighters at the bottom of the ground map and unable to move?

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Re: Holy militia, Batman!

Submitted by obliwobly on Thu, 2007-07-19 03:05.

edit because I totally messed up the thread

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Re: Holy militia, Batman!

Submitted by rahlubenru on Thu, 2007-07-19 03:28.

obliwobly...shush Sticking out tongue

just edit the last post you made instead of how you did it...or did you accidentally quad post?

Oh and Kwok, when should we expect balance mod 1.09?

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BlueTemplar's picture

Re: Holy militia, Batman!

Submitted by BlueTemplar on Thu, 2007-07-19 03:58.

I think he said "next week"...

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Re: Holy militia, Batman!

Submitted by obliwobly on Thu, 2007-07-19 06:00.

No rahlubenru, I repeatedly claimed throughout the thread I was having this bug with unnamed AI and I wasnt, I was using BM 108 but didnt realise it! I felt I should remove the misleading statements as it might confuse people (well it would confuse me but that is not saying much) Eye-wink and was essentially a false bug report - best avoided.

But when you edit a post on this BB the post goes to the bottom of the thread. That makes the whole post a non sequitur so I just removed the text, otherwise I would just have placed a remark saying it was not Unnamed.AI mod after all.

My reputation as a bug catcher is already in tatters, what is one more humiliation ? Sticking out tongue

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Re: Holy militia, Batman!

Submitted by rahlubenru on Fri, 2007-07-20 03:07.

next week? good good, well i have other games to pas the time until then yay and oh, never tried to edit a buried post before...so that's what happens.

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Aurore's picture

Re: Holy militia, Batman!

Submitted by Aurore on Fri, 2007-07-20 04:30.

Sorry to be pedantic but the story of Carthage is not as is popularly believed Smiling The Romans did raze the city at the end of the 3rd Punic war. They then tried to make the city of Utica capital of the region. However Utica had a very poor harbour which kept silting up, and Carthage had been the biggest trading city in the mediterranea, and there was a huge demand for a big seaport in that area with Carthage's destruction.

The Romans were pragmatists. They swallowed their pride and rebuilt Carthage themselves, and it was largely resettled by its original inhabitants. By the 1st century it was a metropolis of 500,000 inhabitants and was the second largest and wealthiest city in the empire after Rome. It never again challenged Rome militarily, but commercially certainly rivalled it.

Carthage was 'undeleted' Smiling

Aurore

msnevil wrote:
RogerN

Decrease the Number to 3 and you should see 10 troops instead. For a population of 23 million. (ie Balance mod multiplies the troop numbers with the original Stock game. -I think?-)

For population 300. Troop number - initial troop combat number.
(20=15, 50=20, 300=30.) Test via SEV Ground combat. (not simulator.)

Warning way off the topic subject-

For me, It makes more sense that AI worlds Should take massive amounts of bombardment before a effective invasion can be started. Hence why I prefer the number twenty for initial troop number.

(In the original Stock Game of SEIV, It took at least 2-3 troop transport ships fully loaded with militia troops before a successful invasion of a AI home planet.)

Heck, If we really cold hard historical reality. Look at successful Invasions of foreign lands via various World empires. Where the occupied did not want to be occupied. For exp. Carthage was raised to the ground during the third punic war. And never rised again. Germany-Japan was totally occupied and The top axis military leaders were mostly executed. The Assyrian complety destroyed the Chaldean Babylonia. etc

Of course, Some invasions happened without too much bloodshed. But in these types of successful invasions, the will of people was not agianst the occupier. (A successful propaganda win via various cultural, societal, religious, and economical avenues of pursuit.)

Of course, A Propaganda win is via intelligence. With a mixture of ground invasion for that stubborn resistance that doesn't want to submit to the "overlord".

A fun parallel would a SE5 version of the "War of Iraq", but such a debate would lead to a "flame" war. So I will stick to ancient historical wars instead.

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Re: Holy militia, Batman!

Submitted by msnevil on Fri, 2007-07-20 08:45.

Aurore thanks for the information. I should have stated the Carthaginians never rose again.

Still, I never knew Rome tried to install another Capital for the region. I learn something new everyday, thanks.

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Re: Holy militia, Batman!

Submitted by Gooner on Fri, 2007-07-27 13:55.

lol, thank you Aurore. I've never heard of that story.

And thanks to the rest of you for this thread.
It seems there are a few new bugs in this new patch. Is that common? Seems it is a pretty big patch tho, so it's understandable. Think it is possible we'll see a 1.45 soon, just to mend the small bugs?

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Re: Holy militia, Batman!

Submitted by marhawkman on Fri, 2007-07-27 13:56.

Sticking out tongue apparently we already have.

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