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

Strange Things In 1.58

Submitted by Atomizer4 on Sat, 2007-10-13 20:28. Space Empires V General

I've recently upgraded to 1.58 and started a new game, and I saw something strange with the quantum reactor. I had a cloaked ship with a level 20 quantum reactor move several turns ago. It's been sitting on a warp point for a while and does not seem to be generating supplies. Also, I found that, apparently, only one ship needs to be able to see another for first contact. The other ship was too far away for it's weaker sensors to see me, and I was cloaked (level 10), so it couldn't have seen me even if I was within range. Is this a bug or a new feature?

‹ Good mid-game weapons Fighter Squadron Multiple Movement ›
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Unole's picture

Re: Strange Things In 1.58

Submitted by Unole on Sat, 2007-10-13 21:44.

Anybody else notice the planets have 10% more facility space? I've started a couple of stock 1.58 games and every one had this mysterious plus 10 advantage. Well, it will be interesting until MM fixes it.

Directive 721: Cover your own a$$ first. Solo

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Re: Strange Things In 1.58

Submitted by Atomizer4 on Sat, 2007-10-13 21:58.

You probably selected the "Advanced Storage Techniques" racial trait.
Any thoughts on my question?

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Thy Reaper's picture
Mod Designer

Re: Strange Things In 1.58

Submitted by Thy Reaper on Sat, 2007-10-13 22:32.

It might be that the supply generation ability can only work while uncloaked. I know most active abilities are like that, and a few passive ones are too.

As for the one-way first contact, I'm not sure whether first contact is actually contact, or just when you've seen them. It's also possible the other race's ship moved within sensor range during its turn, but left again by the end of the turn, and so it only seemed to have not seen you.

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

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Captain Kwok's picture
Mod Designer

Re: Strange Things In 1.58

Submitted by Captain Kwok on Sat, 2007-10-13 22:33.

The Advanced Storage Techniques trait was modified to provide more facility space in the latest patch.

A ship with a cloaking device uses supplies - perhaps it's in the same amount as your quantum reactor is generating?


Space Empires Depot | SE:V Balance Mod

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Re: Strange Things In 1.58

Submitted by Atomizer4 on Sun, 2007-10-14 01:44.

Thy Reaper: For the cloak, that's something I thought about too. For first contact, they couldn't have seen me whether or not they were within range because my cloak level exceeded their sensor level. I also replayed that turn as the other empire, and they did not see me, but still initiated first contact. This also happened to me with another empire when they entered a system in which I had no sensors and saw my planets with their ship when I could not see them.
Captain Kwok: The cloaking device uses 100 supplies. The reactor generates 520. The net generation should be 420.

Edit: I just checked: It looks like the quantum reactor only works when you are not cloaked. Is it supposed to do that now? Does stealth armor affect it in the same way? And does this apply to solar panels? *If this is a new feature, the quantum reactor's description should include that it doesn't work while cloaked.

Edit #2: It seems there are more bugs. I've been getting messages to leave a system I've never seen and to stop espionage when I have not used it.

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Re: Strange Things In 1.58

Submitted by rditto48801 on Sun, 2007-10-14 02:00.

Not generate supply while cloaked?
That's stupid.

About as stupid as another game I sometimes play, where anything and everything can stop a ship from generating power.

Seriously, If I turn on the Microwave, the rest of the house is NOT going to suddenly loose power and cause me to have to use battery powered items while the microwave is on... Or for the other game, if I poke my wall, the house is NOT going to loose power for a short period of time and force me to pull out battery powered stuff...
It's utter nonsense imho...

@ Atomizer4
1: In 1.44 I've had the AI send me messages to get out of a system because of them getting ready to launch an offensive there, even if I didn't have ships in that system, and in one instance, a system I had recently new colonies in... Maybe that's what they did with you...

2: I think it is possible for espionage missions to be able to 'frame' another race for intel actions.

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Telumehtar's picture

Re: Strange Things In 1.58

Submitted by Telumehtar on Sun, 2007-10-14 07:18.

well if you want logic generating supplies is not exactly as turning on a microwave oven, the energy signature of a high energy reactor is like "turning on" a small city, hard to conceal that.
Gamewise anything makes sense if the rules are known and serve a purpose, anyone for the argument of inertia in space combat and space movement? Ships moving in space have extreme velocities and extremely precise trajectories and cannot initiate combat manouvres unless decelarate and somehow manage to enter a common route with the opponent. But gameplaywise I don't want to know about that...

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Re: Strange Things In 1.58

Submitted by Atomizer4 on Sun, 2007-10-14 10:29.

rditto48801: I've never seen that system, much less had anything in it. I guess framing intel actions is possible though.
Telumehtar: I've thought about that, but if a cloak passes all energy around the ship and hides all emissions shouldn't it be able to hide a quantum reactor? As for the way real ships would move, it works in Space Empires because the ships use reactionless drives (notice that each engine looks like a coil) which are seen in David Weber's Starfire book series, which I strongly suspect Space Empires was inspired by (warp points, ship sizes, weapon classes, etc.)

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Telumehtar's picture

Re: Strange Things In 1.58

Submitted by Telumehtar on Sun, 2007-10-14 11:10.

Well, I suspected as much... the point is that the maker makes the rules, it's obvious there will be conflict of opinion - imagine what will hapen with reality.
Try reading "The Praxis" a trilogy by Walter John Williams, you'll see space combat under the Newtonian Physics perspective. A great read but - Unplayable -.
bottom line I wouldn't mind if a cloaking device could hide the entire solar system and the enemy could not find his way back to his system as long as it was fun to experiment with and play.

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Re: Strange Things In 1.58

Submitted by Dizzy on Sun, 2007-10-14 11:28.

Now this is an interesting discussion... Cloaking devices enabled wont allow genereration of supplies by a quantum reactor? Wow.

Lets look at this... How do the two types of cloaking devices work? We have obviously the stealth cloak and then the standard cloaking device. I assume one is about stealth.... like a B2 Stealth Bomber which deflects all sensor types scattering them and this seems passive to me. The other is active like the Star Trek Klingon Bird of Prey where it actively bends light around it.

I think there need to be advantages and disadvantages to both. I mean, lets say if you have solar panels. How are solar panels gonna work if light is bending around your ship? You wont be able to gather it, will ya? And can you put solar panels on stealth armor and still have it be stealthy?

What about quantum reactors? How would a passive stealth approach of just sitting around deflecting sensor waves cause the quantum reactor not to generate supplies? Would active cloaking be the same?

What about supply usage? I can see how active cloaking would cost supplies.... but passively using the armor? Perhaps the armor requires energy to work?

Lots of good talking points here. Good opportunity to come up with very differing approaches to how it all works.

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Re: Strange Things In 1.58

Submitted by gosu on Sun, 2007-10-14 12:40.

I've installed the patch first thing today morning - good thing

Received an "EOutofMemory" error - very bad.

Did it happen to anyone else ? Anyone knows how to fix it ? I've been trying to do something about it for the whole day, but to no effect. What's strange is that the game worked 100% fine with the 1.44 patch.

Thanks for any info Smiling

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Re: Strange Things In 1.58

Submitted by Atomizer4 on Sun, 2007-10-14 16:01.

Did you have other programs running? If not, then maybe SE5 uses more memory now?

I've been experimenting with the cloak/quantum reactor problem, and now I think it's a bug. The quantum reactor didn't generate supplies on a frigate while using a level 10 cloak but it did generate supplies on a cruiser under a level 20 cloak.

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Re: Strange Things In 1.58

Submitted by Jozsf on Sun, 2007-10-14 17:27.

A comment on the "advanced storage techniques" + 10 % facility space, is a good idea.

However, what use is a tiny (un-domed) planet with 5,500 facility space? No facilities are 500 space. This may need to change to 20%. Or + 1,2,3,4,5, 10, 20, for tiny, small, medium, large, hugh, ring, and sphere worlds.

Also noted that the 1.58 stock Population ship minister seems to be working. Working is defined as: moving populations from 1 planet to another. Not working as I wanted, it is moving too much population from my home planet, and filling up the tiny ones, making un-domed planets become domed due to low populations.

I also noted that if I was using cooperative intel with my allies that I would get messages from their enemies. Basically my allies were acting on to other empires that I had no contact. The non-ally empires were sending me messages based on the cooperative intel.

I also received messages from ally empires when 2 of my allies were enemies toward each other.

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Re: Strange Things In 1.58

Submitted by paxkrieg on Sun, 2007-10-14 18:43.

Quote:
Received an "EOutofMemory" error - very bad.

Same thing happened to me when I installed the patch. A system restart cured the issue. Nothing else I tried did.

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Mod Designer

Re: Strange Things In 1.58

Submitted by Fyron on Sun, 2007-10-14 19:08.

Jozsf wrote:
...making un-domed planets become domed due to low populations.
Low population levels do not lead to domed status...


SpaceEmpires.net | Space Empires Wiki

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Re: Strange Things In 1.58

Submitted by Pit Fiend on Mon, 2007-10-15 03:31.

How can I remotely load specific race at a destination? When i select load population remotely in patch 1.58, the freighter first fills the race, that is on top of planet chart and then continue the remaining races.

How can i handle this with patch 1.58 in simultanous games?

Best regards,
Pit Fiend

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Re: Strange Things In 1.58

Submitted by Brad on Mon, 2007-10-15 03:35.

Cloaked ships not generating supplies is not new to 1.58. It's been that way for ages - possibly even right from the start.

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Re: Strange Things In 1.58

Submitted by rditto48801 on Mon, 2007-10-15 03:53.

What SE V needs is some "lesser" or "small" facilities that are only 100-500kt in size, perhaps ones that offer minimal effects.

Maybe somthing that might make sense would be small facilities that can increase supply or ordnance generation/storage by a small amount, increase production or space yard rates by a small amount, increase the planet population, or even an actual planet based sensor system, etc.

There could also be 'small' versions of the regular storage/cargo and resource production facilities.
It would be handy for tiny planets, have something like a mini-space yard with much reduced capacity and a few other 'small' facilities, so even a tiny or small domed planet isn't highly restricted in what it can do.

On top of that, something someone else brought up at one time, instead of showing each facility seperately in the list of facilities on a planet, if multiple of the same type exist, have them displayed with a single icon with a number indicating how many of that facility there are.

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Re: Strange Things In 1.58

Submitted by crazydog on Mon, 2007-10-15 05:02.

For some reason, sometimes all the ships change to huge size.

Only way to fix is save,exit and start again.

Game is 1.58 BM 1.10 and FQM 5.00 Beta 12 pr 3

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Re: Strange Things In 1.58

Submitted by Jozsf on Mon, 2007-10-15 06:10.

Fyron wrote:
Jozsf wrote:
...making un-domed planets become domed due to low populations.
Low population levels do not lead to domed status...


SpaceEmpires.net | Space Empires Wiki

Correct, unless the AI population minister is moving populations based ONLY on the population amount, and is moving one race to a planet where the atmosphere is incompatible (making it domed.)

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Psieye's picture

Re: Strange Things In 1.58

Submitted by Psieye on Mon, 2007-10-15 07:46.

The "we need 500kT facilities" is easily modded, though you need someone to mod it. Easiest suggestion would be to downscale the Resource Storage facilities - halve everything about them.

AI Population minister... time to dig up IRM's AI and examine the population minister code there - it was written during v1.38 times so incorporating the new AI code features should allow for a more competent AI.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Strange Things In 1.58

Submitted by Zarsynn on Mon, 2007-10-15 12:57.

crazydog wrote:
For some reason, sometimes all the ships change to huge size.

Only way to fix is save,exit and start again.

Game is 1.58 BM 1.10 and FQM 5.00 Beta 12 pr 3

Hey Crazydog- 2 quick questions for you:
If you're using FQM beta 12, where'd you get it? I can only find B11...
I have the Star Wars shipsets- Which one are you using? my Frigates look much different! (assume the Blockade Runner is 'Frigate' size) Did you mod? or should I change to a different shipset?
Thanks!
-Z

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Re: Strange Things In 1.58

Submitted by Dizzy on Mon, 2007-10-15 14:38.

rditto48801 wrote:
What SE V needs is some "lesser" or "small" facilities that are only 100-500kt in size, perhaps ones that offer minimal effects.

Yeah, like expansion facilities... to compliment the main facilities.

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Re: Strange Things In 1.58

Submitted by crazydog on Mon, 2007-10-15 15:41.

about the FQM
http://fqm5.spaceempires.net/dev.php

about the shipsets go

http://home.spaceempires.net/shipyards-g-SE5-2.html

I'm using the alliance shipset (can't put empire to use don't know why).....

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TakAhLah's picture
Mod Designer

Re: Strange Things In 1.58

Submitted by TakAhLah on Mon, 2007-10-15 16:00.

If you're having a problem with the empire shipset...let me know what it is and I'll see what I can do to fix it.

----------------------------------------------------------------
Join PBW Emperor Of The Universe League Today. Follow the Link to EOTU
http://thewelloftakahlah.spaces.live.com/blog/

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Re: Strange Things In 1.58

Submitted by crazydog on Mon, 2007-10-15 16:39.

Welllllll....

Up to 1.3x no problem at all.

In 1.58 and BM 1.10 i see the race picture, the flag but can't get the fleet picture to select the ships.

I use this....

Any idea ?

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groovyfishguy's picture

Re: Strange Things In 1.58

Submitted by groovyfishguy on Mon, 2007-10-15 18:43.

rditto48801 wrote:
What SE V needs is some "lesser" or "small" facilities that are only 100-500kt in size, perhaps ones that offer minimal effects.

There could also be 'small' versions of the regular storage/cargo and resource production facilities.
It would be handy for tiny planets, have something like a mini-space yard with much reduced capacity and a few other 'small' facilities, so even a tiny or small domed planet isn't highly restricted in what it can do.

On top of that, something someone else brought up at one time, instead of showing each facility seperately in the list of facilities on a planet, if multiple of the same type exist, have them displayed with a single icon with a number indicating how many of that facility there are.

This makes perfect sense to me Smiling

Groovy Baby Yeah!

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Cerberus's picture

Re: Strange Things In 1.58

Submitted by Cerberus on Mon, 2007-10-15 19:40.

Quote:
Re: Strange Things In 1.58 new Submitted by gosu on Sun, 2007-10-14 12:40. I've installed the patch first thing today morning - good thing

Received an "EOutofMemory" error - very bad.

Did it happen to anyone else ? Anyone knows how to fix it ? I've been trying to do something about it for the whole day, but to no effect. What's strange is that the game worked 100% fine with the 1.44 patch.

Thanks for any info

Seems i got a similar memory error. Task Manager shows CLI.exe open 15+ times. Closing them seems to cure the memory.

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Mod Designer

Re: Strange Things In 1.58

Submitted by Fyron on Tue, 2007-10-16 00:51.

crazydog wrote:
about the FQM http://fqm5.spaceempires.net/dev.php
I may or may not have uploaded a PR4.


SpaceEmpires.net | Space Empires Wiki

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TakAhLah's picture
Mod Designer

Re: Strange Things In 1.58

Submitted by TakAhLah on Tue, 2007-10-16 03:06.

Ok Crazydog...this is what I think your problem is.

You have to install the custom shipsets such as the alliance or whichever you want to use in the following.

...\Spaceempire5\gametypes\balancemod110\empires

This should allow you to use them without problems.

----------------------------------------------------------------
Join PBW Emperor Of The Universe League Today. Follow the Link to EOTU
http://thewelloftakahlah.spaces.live.com/blog/

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Re: Strange Things In 1.58

Submitted by crazydog on Tue, 2007-10-16 03:15.

Is not that.....

'In 1.58 and BM 1.10 i see the race picture, the flag but can't get the fleet picture to select the ships'
I see the race and flag but not the fleet, and that only for the romulan and empire, other CS appear.

The funny is, after add the custom shipset to the quick start list, they appear.

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Mod Designer

Re: Strange Things In 1.58

Submitted by Fyron on Tue, 2007-10-16 11:23.

What are the first three settings in the AI_Main.txt file for the sets? They should be something like:

Is Empire Race := TRUE
Is Available For Player Selection := TRUE
Is Neutral Race := FALSE


SpaceEmpires.net | Space Empires Wiki

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Re: Strange Things In 1.58

Submitted by crazydog on Tue, 2007-10-16 11:49.

They are and in 1.33 they appear ok, is a 'thing' that only happens in 1.58.
Solved with quick start list

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Re: Strange Things In 1.58

Submitted by Lord Kasdar on Tue, 2007-10-16 12:49.

I noticed that you can put 2 or more space yards on a planet now if you hit the little + - buttons and put them in at same time.

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Re: Strange Things In 1.58

Submitted by Grizzly on Tue, 2007-10-16 15:04.

crazydog wrote:
For some reason, sometimes all the ships change to huge size.

Only way to fix is save,exit and start again.

Game is 1.58 BM 1.10 and FQM 5.00 Beta 12 pr 3


I had the same problem. I always got this problem after I left the game with Alt+Tab and re-entered it later.
I found a way to avoid this problem. Just press the button in the upper right corner you can see on your screenshot.
It's very annoying when you try to compare something in a sub menu because you always have to leave the menu to get back to the map in order to press the button.

I don't use any mods. Only the game vanilla with patch 1.58.

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Psieye's picture

Re: Strange Things In 1.58

Submitted by Psieye on Tue, 2007-10-16 15:51.

Request - could people resize screenshots to 800 pixel width please?

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Mod Designer

Re: Strange Things In 1.58

Submitted by Fyron on Tue, 2007-10-16 15:57.

Lord Kasdar wrote:
I noticed that you can put 2 or more space yards on a planet now if you hit the little + - buttons and put them in at same time.
Will they actually both get built, though? Or does the second one disappear after the first is finished?


SpaceEmpires.net | Space Empires Wiki

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Re: Strange Things In 1.58

Submitted by Lord Kasdar on Tue, 2007-10-16 16:10.

They both get built

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Ashbery76's picture
Mod Designer

Re: Strange Things In 1.58

Submitted by Ashbery76 on Tue, 2007-10-16 16:15.

Exploit?

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Re: Strange Things In 1.58

Submitted by Lord Kasdar on Tue, 2007-10-16 16:25.

I'd say so

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Re: Strange Things In 1.58

Submitted by Nevyn on Tue, 2007-10-16 20:36.

1.58 you can build multiple shipyards.

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Re: Strange Things In 1.58

Submitted by Pit Fiend on Wed, 2007-10-17 01:34.

Are both spaceyards accumulative in building kt/turn? Is this feature available in vanilla, or just mods?

Best regards,
Pit Fiend

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Re: Strange Things In 1.58

Submitted by Lastdreamer on Wed, 2007-10-17 02:41.

If you build more SY, all are accomulative. But I think that in stock you couldn't buy more than one SY without modding the Facilities.txt files...

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Re: Strange Things In 1.58

Submitted by Pit Fiend on Wed, 2007-10-17 06:30.

Ah ok thanks, so only one SY for vanilla. That's what i wanted to know Eye-wink

Best regards,
Pit fiend

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Mod Designer

Re: Strange Things In 1.58

Submitted by Fyron on Wed, 2007-10-17 10:03.

A way to get facility count on a planet was added in the patch. The hard-code restriction on SYs was removed, in favor of the new moddable limit. Unfortunately, it seems one minor aspect of the code was not checked properly... anyone send a bug report in yet?


SpaceEmpires.net | Space Empires Wiki

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Re: Strange Things In 1.58

Submitted by Galvorte on Wed, 2007-10-17 11:06.

Brad wrote:
Cloaked ships not generating supplies is not new to 1.58. It's been that way for ages - possibly even right from the start.

Solar panels will generate supplies on cloked ships.

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Re: Strange Things In 1.58

Submitted by gosu on Thu, 2007-10-18 13:20.

paxkrieg wrote:
Quote:
Received an "EOutofMemory" error - very bad.

Same thing happened to me when I installed the patch. A system restart cured the issue. Nothing else I tried did.

I tried that, but:

1) It's roulette - 50% times the restart doesn't work and 50% times, it does, unfortunately...
2)...if the game decides to run, I can only run it once, which means that when I quit the game for some reason and if I decide to play after a while ( the time period here doesn't affect it ), that damnable error pops out.

It seems that I'm going to have to reinstall and just use the 1.44 version Sad

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Cerberus's picture

Re: Strange Things In 1.58

Submitted by Cerberus on Thu, 2007-10-18 20:11.

The memory error seems to have something to do with initializing the graphics. i don't quite understand it. but there's a connection some how.

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Re: Strange Things In 1.58

Submitted by Qcontinuum on Thu, 2007-10-18 23:31.

Gosu, it would be helpful if you could do the following:

Try running the game with the debug log on: In se5\data\debugsettings.txt set the following fields:

Generate Game Debug Log := TRUE

Generate Engine Debug Log := TRUE

Use Fast Debug Log := FALSE

Debug Section Engine Startup := TRUE

Debug Section Creation := TRUE

Debug Section Sound Base := TRUE

Debug Section Display Class := TRUE

Debug Section Display Object := TRUE

Run the game. After the error, and you’ve shut the game down, go into the se5\backup directory and email the 2 log files which are there to Malfador.

I had the same problem and that is what MM asked me to do. "Unfurtunately" in my case the chance that the bug occurs is only 10% or less and I could not reproduce it until now.

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Re: Strange Things In 1.58

Submitted by gosu on Fri, 2007-10-19 11:55.

Cerberus wrote:
The memory error seems to have something to do with initializing the graphics. i don't quite understand it. but there's a connection some how.

Same here - it said something about a scrolling bar ( ? )

I've solved it and found a reason for it (or rather a group of possible reasons).

I've run the game, got the error and generated the debug file ( Thanks to Qcontinuum !! ). Later today, I decided to reinstall everything - redownloaded all the patches, mods etc and got to installing everything...
When I got to the stage of patching the game up to 1.58 (at first I thought about 1.44, but decided to give it a shot), I installed only the patches to 1.08, 1.13, 1.44 and 1.58. I've launched the game once, then again, and again and again - about thirty times in a row with no error.

So, 'maybe this is just random' I thought and installed ALL of the patches, one by one... Result: "EOutofMemory..."

After a few more reinstalls, I've narrowed it down to the patches between versions 1.17 to 1.35 - when I install them all and the patch to 1.58, the error occurs.

Hope it'll be of use to anyone receiving this same error Smiling

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Re: Strange Things In 1.58

Submitted by gosu on Fri, 2007-10-19 12:06.

Cerberus wrote:
The memory error seems to have something to do with initializing the graphics. i don't quite understand it. but there's a connection some how.

Same here - it said something about a scrolling bar ( ? )

I've solved it and found a reason for it (or rather a group of possible reasons).

I've run the game, got the error and generated the debug file ( Thanks to Qcontinuum !! ). Later today, I decided to reinstall everything - redownloaded all the patches, mods etc and got to installing everything...
When I got to the stage of patching the game up to 1.58 (at first I thought about 1.44, but decided to give it a shot), I installed only the patches to 1.08, 1.13, 1.44 and 1.58. I've launched the game once, then again, and again and again - about thirty times in a row with no error.

So, 'maybe this is just random' I thought and installed ALL of the patches, one by one... Result: "EOutofMemory..."

After a few more reinstalls, I've narrowed it down to the patches between versions 1.17 to 1.35 - when I install them all and the patch to 1.58, the error occurs.

Hope it'll be of use to anyone receiving this same error Smiling

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Re: Strange Things In 1.58

Submitted by jdunson on Fri, 2007-10-19 14:29.

Interesting tracking, and potentially useful; I'm not sure why you did it from a fresh install, however. These patches are cumulative, meaning that you're supposed to be able to install the latest patch right over the retail CD version, without having to go through any intermediate patching.

From Malfador's site:
"This patch will upgrade your Space Empires V version 1.00 (US retail), version 1.08 (US retail), version 1.13 (US retail), version 1.17 (US retail), version 1.20 (US retail), version 1.25 (US retail), version 1.33 (US retail), version 1.35 (US retail), or version 1.44 (US Retail) to the new version 1.58.

*** This patch includes all previous patches ***. For example, if you have version 1.00, then you only need to download and install this patch."

Now, if folks out there have been patching a copy as each comes out without ever having reinstalled, they may encounter the problem you describe; some sort of unfortunate interaction in the patch chain. But it sounds like that if people are getting weird errors they should reinstall and put on the latest patch only.

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Re: Strange Things In 1.58

Submitted by gosu on Fri, 2007-10-19 15:00.

Jdunson: Hmm, that's my case - each and every one patch applied. Now, the question is, did anyone receive that error without installing all of the patches ?

crazydog wrote:
Is not that..... 'In 1.58 and BM 1.10 i see the race picture, the flag but can't get the fleet picture to select the ships' I see the race and flag but not the fleet, and that only for the romulan and empire, other CS appear.

The funny is, after add the custom shipset to the quick start list, they appear.

About the shipsets... hey, I understand, that the imported ones may not work, but the basic ones ? ( Out of the basic ones, about a half is available in the selection screen ) Even weirder is that some imported shipsets DO work ( like the SW Empire/Alliance ones ).

Fyron: I've looked at all the textfiles for the imported empires and all seem to be correct - however some work, while others don't.

PS: Sorry for the double-post.

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