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

Stuff that doesn't work, or I don't know how to use it:

Iron Giant's picture
Submitted by Iron Giant on Mon, 2007-09-24 09:21. Space Empires V General

Spent a week vacation with some quality SEV and the unnamed mod with ver 1.44. Had a number of problems and errors. If there is a fix or workaround or maybe I'm just missing something, I'd appreciate the help!

Got lots of "Lack of resources" errors but had pleanty of resources available. Seemed to go away after I stopped building and did some mothballing, but the income and expenses in all 3 resources were never running in the negative but still got stopped building.

Ships retreat from a battle which breaks up a fleet and then I have to pull the fleet together in another hex. Was able to change the tactics for most ships so they would not do that but some still retreat for no reason I can understand. Troopships for example. They drop troops, turn tail and run right past the rest of the fleet and out of the hex.

Attack ships won't attack planets with defensive bases. The troopships run in and get destroyed.

Troopships go first through a warp point no matter what I change in strategies. It says that troopships should be Last, but the fleet settings show them as #1 through the warp point no matter what I do.

Shard cannons don't skip emmissive armor. I had a long, long combat with an enemy with high levels of stacked emmissive armor and my shard cannons depleted his shields, then would not damage his ship at all.

Can't mothball bases. They just list the order to Mothball in their order screen, but they never complete it. These are bases with Construction components.

The AI doesn't honor its treaty for mutual defense. I'm not sure on this one, because I had a treaty with race X for mutual defence. Race Y attacked me and then declared war, but Race Y was much more powerful than me or race X. Instead of honoring its treaty, race X kept sending me a treaty revision that eliminated the Mutual defense portion! I'm not sure if this is a bug or realpolitic...

Massive Engine destroying weapons don't damage armor at all. They skip shields but not armor. Shouldn't they damage armor?

Thanks for any help!

‹ Dumb ass question v1.44 fighter / carrier supplies? ›
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Thy Reaper's picture
Mod Designer

Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by Thy Reaper on Mon, 2007-09-24 11:44.

Lack of resources reports can come from riots, but otherwise I thought all of those bug had been fixed.

The retreating issue should be mostly fixed in the next patch with the addition of a 'stay in sector, but out of combat, until doomed' option.

Are you sure you are allowed to bombard planets? Any non-bombard treaty with an empire affects your status with all other empires, but I hear that's being changed...

Are they the task force leader? That might be overriding their warp transit order. I've also heard that the warp transit order settings don't work anyway.

Shard cannons don't skip that armor type? That's odd. Maybe it's a mistype in the data files.

I think mothballing takes a movement point, which may or may not have been fixed for the next patch. As bases never have movement, they can't perform the task.

I'd say that's the AI being smart for all the wrong reasons, but it's hard to tell. Sometimes real life diplomacy seems a bit buggy. Sticking out tongue

Yeah, that's an annoyance. I've mentioned it to MM a few times, and I think he altered some of those weapons, but not all. They can be fixed by changing the DamageTypes.txt entries for the various weapons.

-----
A project a day keeps the deadline away.

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Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by Dvoongar on Mon, 2007-09-24 22:29.

Iron Giant wrote:
Got lots of "Lack of resources" errors but had pleanty of resources available. Seemed to go away after I stopped building and did some mothballing, but the income and expenses in all 3 resources were never running in the negative but still got stopped building.

I think there may still be a bug with this. Try to verify that planets have pop, aren't rioting, and you have enough resources stored. And if you can submit a savegame demonstrating the bug to MM.

I encountered this in 1.44, but neglected to keep a save. I could've missed something, but I think this thing is still cropping up from time to time. It's easy for players to blow it off and assume there's a riot or no-pop situation.

I plan to submit a report on bases not mothballing, and some other issues.

The A.I. diplomacy thing is anyone's guess. Even if they do go to war, don't count on much help. Sometimes they don't do much and other times they play hardball. Use caution requesting help in xxx system. It could divert a good chunk of their force (or very little) if they choose to respond.

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Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by Innuendo on Tue, 2007-09-25 03:03.

Is the "Lack of resources" error due to the order that resource calculations are made? I was thinking that maybe construction queues (That doesn't look right I wish I could spell better), were calculated before trade income, but I'm not sure that makes sense any more. Maybe someone smarter than I am could confirm the order that resources are worked out for us. If they're not too busy.

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Telumehtar's picture

Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by Telumehtar on Tue, 2007-09-25 11:40.

I get the "Lack of resources" message sometimes when I decide to put all idle planets to build troops or something, while I have a prediction for say minus 30-40.000 minerals and I have in store more than 100.000 I still get the message, but yes I get a huge amount from trade, maybe that's the reason - the proof is that afterwards instead of having a reduction I have an increase in resources...

btw I think trade is giving too much to a player, it should have been set to give a max 10% and that after a looong-looong time of good relations - from 0.5% to 0.75% to 1% to 1.12% that kind of increases.
That would make mining even more likable and realistic.

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Romulus68's picture
Mod Designer

Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by Romulus68 on Tue, 2007-09-25 14:06.

Your ability to build is not based on your Income, but what you have stored at the end of the previous turn.

Lets say you make 300,000 in each material every turn.
You have maintenance cost of 75,000.
You have construction cost of 75,000.
You have a total resource requirement of 150,000 a turn.
You have storage rated at 100,000 per resource.

You will encounter a lack of resources in this example. Even though you make 300k (double your needs) a turn your "Costs" are taken from what is stored. So, this means you have only 100k to work with leaving you 50k short, thus you get the "Lack of resources" message.

You must dedicate a decent amount of space to storage to fund a large Empire with tons of buidling, reffitting and maintenance.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Captain Kwok's picture
Mod Designer

Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by Captain Kwok on Tue, 2007-09-25 14:16.

According to Aaron this is the end turn processing sequence:

  For each player
    End_Turn_Increase_Points
      Total Points = Total Points Produced + Remotely Mined Resources
      Multiply by Computer Player Bonus
      Add Total Points to Empire
    End_Turn_Politics
      Add Trade points to Empire
    End_Turn_Maintenance
      Subtract Maintenance Cost from Empire Points
    End_Turn_Build_Constructions
      For each construction:
        If Empire Points less than Resource Usage Rate
        for queue, send "Lack of Resources" message.
    End_Turn_Bound_Points
      If Empire Points is greater than Max Storage Amount,
      set Empire Points = Max Storage Amount.

So, you shouldn't be getting the lack of resources message - but that's not the case! So if you have a save game producing this message and you have more resources than you're spending, send the .gam file to describing the situation so it can be addressed.


Space Empires Depot | SE:V Balance Mod

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se5a's picture
Mod Designer

Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by se5a on Tue, 2007-09-25 14:43.

I think this has been fixed, it was not counting stuff for planets on repeat build properly.

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

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groovyfishguy's picture

Re: Stuff that doesn't work, or I don't know how to use it:

Submitted by groovyfishguy on Tue, 2007-09-25 16:04.

Captain Kwok wrote:
According to Aaron this is the end turn processing sequence:

  For each player
    End_Turn_Increase_Points
      Total Points = Total Points Produced + Remotely Mined Resources
      Multiply by Computer Player Bonus
      Add Total Points to Empire
    End_Turn_Politics
      Add Trade points to Empire
    End_Turn_Maintenance
      Subtract Maintenance Cost from Empire Points
    End_Turn_Build_Constructions
      For each construction:
        If Empire Points less than Resource Usage Rate
        for queue, send "Lack of Resources" message.
    End_Turn_Bound_Points
      If Empire Points is greater than Max Storage Amount,
      set Empire Points = Max Storage Amount.

So, you shouldn't be getting the lack of resources message - but that's not the case! So if you have a save game producing this message and you have more resources than you're spending, send the .gam file to describing the situation so it can be addressed.


Space Empires Depot | SE:V Balance Mod

Good Stuff Thanks Kwok and Aaron Smiling
Groovy Baby Yeah!

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