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Home » news » forums » Space Empires V » Space Empires V FAQs

Not producing intelligence points

Submitted by Wenla on Tue, 2008-01-29 12:00. Space Empires V FAQs

I have two Intelligence Centers (level 1, should produce 500 points each) which don't produce intelligence points (not when looking at empire level or planet level).

Some information:
- V1.66
- stock
- race Cue Cappa Commonwealth (space port not required, so I don't have any spaceports)
- other resources (minerals, research points etc.) are gathered OK
- both Int. Centers are in systems where also other races (not enemies, not allies) have planets
- no treaties where "No intelligence" clausul (checked twice)

Searched, but not found any hints. Any comments/ideas/knowledge?

Adv. thanks

Wenla

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Captain Kwok's picture
Mod Designer

Re: Not producing intelligence points

Submitted by Captain Kwok on Tue, 2008-01-29 12:05.

Were they just constructed that turn?


Space Empires Depot | SE:V Balance Mod

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Re: Not producing intelligence points

Submitted by Wenla on Tue, 2008-01-29 13:01.

Captain Kwok wrote:
Were they just constructed that turn?


Space Empires Depot | SE:V Balance Mod

No, I waited several (= about 10) turns before I even noticed that there are not Int. points.

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Captain Kwok's picture
Mod Designer

Re: Not producing intelligence points

Submitted by Captain Kwok on Tue, 2008-01-29 13:13.

Try building a Spaceport in that system and see if the points get transferred.


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Re: Not producing intelligence points

Submitted by Wenla on Tue, 2008-01-29 14:22.

Captain Kwok wrote:
Try building a Spaceport in that system and see if the points get transferred.


Space Empires Depot | SE:V Balance Mod

Ok, I'll try that. Any how I started to wonder if there is something wrong with my race, because when I started a game, there was a space port in my home planet. Because I didn't needed it, I removed it. Like I told, all other 'things' were moved for empire, except int. points. It would be some how not logical at all if space port is needed jus for int. points...

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Captain Kwok's picture
Mod Designer

Re: Not producing intelligence points

Submitted by Captain Kwok on Tue, 2008-01-29 14:46.

A Spaceport is added to the HW because that's what the data files prescribed. There's no check if it's needed or not. I asked you to try building a Spaceport because I'm wondering if there is a bug with how intel points are accumulated when you have the Natural Merchants trait.


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Re: Not producing intelligence points

Submitted by Wenla on Tue, 2008-01-29 14:47.

Sigh....

Capt. K, you was right (of course...). When I built a space port, it 'released' int. points for empire. Any how like I told earlier, other points/resources are gathered. Next I have to think if I build space ports like 'normal' (not a good thing) or do I leave intelligense just for my enemies (not a good thing either)... Suggestions/opinions anybody?

Two questins come to my mind, just in case that somebody knows answers:
1) is this a bug? If yes, is it known allready?
2) there are four more races which doesn't need space port (or so it is told). Have anybody noticed if they have similar behavior with intelligence points?

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Captain Kwok's picture
Mod Designer

Re: Not producing intelligence points

Submitted by Captain Kwok on Tue, 2008-01-29 15:04.

It looks like a bug, although this is the first time I've seen anyone mention it, so perhaps someone else can see if it happens to them. Fortunately, it should be a trivial fix for the next patch if it's a bug.


Space Empires Depot | SE:V Balance Mod

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Re: Not producing intelligence points

Submitted by Wenla on Tue, 2008-01-29 18:32.

I started a new game, as a same race. After geting some planets, I played a while with/without space port(s), and I have to confess, that I'm not sure any more if even other points/resources was transfered for empire without space port(s). I can't confirm this with my old game any more, but if somebody else is checking this behaviour with "non space port needen" races to confirm this as a bug, this could be checked at same time.

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Captain Kwok's picture
Mod Designer

Re: Not producing intelligence points

Submitted by Captain Kwok on Tue, 2008-01-29 19:02.

I started a Balance Mod game with the Natural Merchants trait. I wasn't able to duplicate this bug. The system where my Intel facility had no spaceport, but the points showed up fine. All other points/resources should up fine as well for all systems, even though there were no spaceports.


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Re: Not producing intelligence points

Submitted by Blubel on Wed, 2008-01-30 03:43.

With how many racial points did you play the game? I think the AI chooses its traits after a list, and for the CueCappa, the natural merchants ability is the last. So if you didn't play with enough points, the CueCappa might not be natural merchants....

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Re: Not producing intelligence points

Submitted by Lastdreamer on Wed, 2008-01-30 07:50.

I always play with Natural Merchant racial trait, and all point are added to my Empire. Check the Racial Point... (or check in Our Empire Report in political Window... if there is the Natural Merchant trait listed, then this could be a bug)

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Re: Not producing intelligence points

Submitted by Wenla on Wed, 2008-01-30 12:33.

I see that I forgot one more importatnt (?) fact, that is that I started a quick game where only thing I can select is my race. So, natural Merchant is a coice of game/race. When I have started a game where I can select different options, Natural Merchant has worked as excepted.

In my new (quick start) game with same race I have built Spaceports (which I soudn't need), all/all kinds of points are delivered for empire.

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by Wenla on Wed, 2008-01-30 12:51.

Lastdreamer wrote:
Check the Racial Point... (or check in Our Empire Report in political Window... if there is the Natural Merchant trait listed, then this could be a bug)

Sorry, but with this advice I couldn't find anything (may be it's my English). I checked Empires => Our Empire Report but couldn't find anything recarding this (should I if it is missing? meaning that if it miss, is it an evidence?). If I'm in wrong place to check, please be more precice.

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by Blubel on Wed, 2008-01-30 13:05.

I think, that quick start games have not enough racial points (3000?), therefore your CueCappas never choose natural merchants...

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Re: Not producing intelligence points

Submitted by Blubel on Wed, 2008-01-30 13:08.

Wenla wrote:
Lastdreamer wrote:
Check the Racial Point... (or check in Our Empire Report in political Window... if there is the Natural Merchant trait listed, then this could be a bug)

Sorry, but with this advice I couldn't find anything (may be it's my English). I checked Empires => Our Empire Report but couldn't find anything recarding this (should I if it is missing? meaning that if it miss, is it an evidence?). If I'm in wrong place to check, please be more precice.

You should right click on one of your selected planets and then on abilities. Under empire wide should be written something.

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Re: Not producing intelligence points

Submitted by Lastdreamer on Wed, 2008-01-30 14:51.

After Entering Our Empire Report, you should right click on your race portrait, under the section "Empire Race", in the pop up window that show up you may be able to read all the ability of your race, like Racial Trait.

another way to see if you have Natural Merchant race trait, you can simply see in system wiew, on the left side of the screen. I don't remember yet the exact display menu where you can enable this.

PS: My english is also terrible!!!

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Re: Not producing intelligence points

Submitted by Wenla on Wed, 2008-01-30 16:31.

Okei, I checked

Empires -> Our Empire Report -> Empire Report -> Abilities -> Quadrant Wide

and

Empire -> Our Empire Report -> Race Report -> Racial Abilities -> Quadrant Wide

No mention of Natural Merchant in either reports. I must be blind or stupid or both or I am in wrong report (also may be that this really is a bug...)

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by Wenla on Wed, 2008-01-30 16:38.

Blubel wrote:
I think, that quick start games have not enough racial points (3000?), therefore your CueCappas never choose natural merchants...

If so, what is the point of this ability? Meaning that if you start with quick start, you don't get it what ever race you are/pick and if you start new game - options, you can select natural merchant for every race you want...

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Slow thinking = several posts

Submitted by Wenla on Wed, 2008-01-30 16:45.

One more question got to in to my mind: I have assumed that Intelligence report tells how many points got transferred for the empire use, and planet reports how many points planet produces.

Right or wrong?

Wenla

---
Before you can develop a strategy, you have to have a vision.

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Re: Slow thinking = several posts

Submitted by Wenla on Wed, 2008-01-30 17:11.

One more test = one more question/peculariaty...

Only one Intelligence center. Same race.

- with Spaceport it produces 580 intelligence points and deliveres those for empire
- without Spaceport it produces 145 intelligence points and deliveres those for empire

Simple question: why?

"One idiot can ask more questions than ten wise can answer" alias Wenla

---
Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by Lastdreamer on Wed, 2008-01-30 17:32.

Probabily because your Intel Center is in your homeworld. Without a Space Port your homeworld still give points for resource/intel/research, but only in a fixed %.

If you have picked Cue Cappa in a Quick Start maybe you don't have enough point to choose also Natural Merchant, since every empire has a list of Racial Traits that this empire will choose, but if you set not maximum Racial Point, the Racial Traits are choosen in a top/down way (first the first RT in the list, and so on).

I can say that if you choose Natural Merchant in Empire Setup on a normal game, it will function as intended. And if you choose Natural Merchant your Homeworld wouldn't have a Space Port (I've checked it).

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Re: Not producing intelligence points

Submitted by Wenla on Wed, 2008-01-30 18:30.

Lastdreamer wrote:
Probabily because your Intel Center is in your homeworld. Without a Space Port your homeworld still give points for resource/intel/research, but only in a fixed %.

I see, OK.

Lastdreamer wrote:
If you have picked Cue Cappa in a Quick Start maybe you don't have enough point to choose also Natural Merchant, since every empire has a list of Racial Traits that this empire will choose, but if you set not maximum Racial Point, the Racial Traits are choosen in a top/down way (first the first RT in the list, and so on).

But, but... When you select Quick start game asks only the race you like to play. You cann't influence any other options ( or if you can, please tell me how, because I don't know). And again, if you cannot influence for selecting Natural Merchant, option is pointless as a race ability.

Lastdreamer wrote:
I can say that if you choose Natural Merchant in Empire Setup on a normal game, it will function as intended. And if you choose Natural Merchant your Homeworld wouldn't have a Space Port (I've checked it).

Yes, I know that. Issue is with racial ability with quick start.

Wenla

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Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by marhawkman on Wed, 2008-01-30 19:09.

look in the empires report window. there should be a buttom to do an empire report on your own empire.

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Re: Not producing intelligence points

Submitted by Blubel on Thu, 2008-01-31 03:33.

Wenla wrote:
But, but... When you select Quick start game asks only the race you like to play. You cann't influence any other options ( or if you can, please tell me how, because I don't know). And again, if you cannot influence for selecting Natural Merchant, option is pointless as a race ability.

The races of the game are not so much as a possibilty for the player to choose, as for a random opponent. I don't think anyone is really supposed to play one of the races (or even a quick start game). They are only there to provide you opponents the AI can choose...

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Re: Not producing intelligence points

Submitted by Lastdreamer on Thu, 2008-01-31 04:04.

I don't play with Quick Start game, so, I don't know how many Racial Point are setting for this type of game...

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Re: Not producing intelligence points

Submitted by Wenla on Thu, 2008-01-31 08:50.

Blubel wrote:
The races of the game are not so much as a possibilty for the player to choose, as for a random opponent. I don't think anyone is really supposed to play one of the races (or even a quick start game). They are only there to provide you opponents the AI can choose...

Ahaa, so I'm the only one who plays gaming option which is not supposed to be playable, with racial abilities which don't work Eye-wink

Wenla

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Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by Blubel on Thu, 2008-01-31 09:52.

Wenla wrote:
Blubel wrote:
The races of the game are not so much as a possibilty for the player to choose, as for a random opponent. I don't think anyone is really supposed to play one of the races (or even a quick start game). They are only there to provide you opponents the AI can choose...

Ahaa, so I'm the only one who plays gaming option which is not supposed to be playable, with racial abilities which don't work Eye-wink

This wasn't exactly what I meant. Sticking out tongue
I meant that these abilities of the races are there, if you have all racial points, and for you don't really know how much racial points are given in a quick start game, you don't know which abilities the race will have, and what it couldn't choose anymore...
It is the same with all your AI opponents in all games with less then 5000 racial points. They simply have not all the abilities told.

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Re: Not producing intelligence points

Submitted by Wenla on Thu, 2008-01-31 10:33.

OK Blubel, now I understand what you mean.

So, as you see it, this is not a bug but a feature... You can use Natural Mercant race ability only when:
1) you play 'normal' game (with selectable options)
2) you have 'predefined' (= earlier saved) race
3) you give enough starting points for this race so it can use all race abilities defined by the game

If this is true, two more questions come to my mind:
1) how many points is needed for each race (if it is different for different races) to get it use all 'game-defined' race abilities
2) if you don't give enough starting points for ALL race abilities, which is the method game uses when it decides what abilities is used and what not (= order like "If there is enough points, use ability X and if there is still points left, use ability Z etc etc)

Adv. thanks

Wenla

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Before you can develop a strategy, you have to have a vision.

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Re: Not producing intelligence points

Submitted by Blubel on Thu, 2008-01-31 13:21.

1) Every race has enough abilities to choose 5000 racial points.

2) Every empire has a list. It begins with the top and goes down, until it has no unspend racial points left. The order is in the Empirename_Setup_Script.csf. You can see (and change) these files in
"Space Empires V\Utilities\scriptparser\se5empirescripts". If you want to change them, you must use the Scriptparser to compile them.

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Re: Not producing intelligence points

Submitted by rahlubenru on Thu, 2008-01-31 18:09.

I believe you are correct about the last part, if you were playing a game previously, and chose new game while playing that one I think it'll keep the settings, however if you only just opened the game then it'll resort to default.

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Captain Kwok's picture
Mod Designer

Re: Not producing intelligence points

Submitted by Captain Kwok on Thu, 2008-01-31 18:33.

The settings for quick start are the default settings - with the exception that they might be the last custom settings used...? But I'm not entirely sure about that last part.


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Re: Not producing intelligence points

Submitted by Wenla on Fri, 2008-02-01 04:43.

Blubel wrote:
1) Every race has enough abilities to choose 5000 racial points.

2) Every empire has a list. It begins with the top and goes down, until it has no unspend racial points left. The order is in the Empirename_Setup_Script.csf. You can see (and change) these files in
"Space Empires V\Utilities\scriptparser\se5empirescripts". If you want to change them, you must use the Scriptparser to compile them.

Thanks for the information. I don't wan't to change anything, I just like to understand how this game (and others also) work.

Wenla

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