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

Critical Mods?

Submitted by thiosk on Sat, 2008-06-28 23:43. Space Empires V FAQs

Greetings to a new community!

Just bought SEV. Why you ask? Steller manipulations, of course!

Why is it every space game has you building dinky ships and dinkier spacestations... and you can't do any of the *cool* stuff that sci fi gives us? Oh, and also the flat, afterthought diplomacy sucks.

So im all patched up and I have my balance mod installed, as per reccomendations.

What I want to know is:

Are there mods that the community considers practically vital for single-player games? Things that really expand on weaknesses or circumvent problems? Or should I play the game my way first... and then search for what I need?

The Fyron quadrant mod? Gritty galaxy? Tips appreciated!

‹ Formulas - modding scripts ›
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Mod Designer

Re: Critical Mods?

Submitted by Fyron on Sun, 2008-06-29 00:35.

FQM at least just makes maps better. It doesn't completely change the tech tree as Gritty Galaxy does. Not much flavor to lose using it. Combining it with other mods is a snap, as per the help page.


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Astorax's picture

Re: Critical Mods?

Submitted by Astorax on Sun, 2008-06-29 15:16.

Once you have BM + FQM you have all the critical mods you need for normal games. If you decide you want something different, use some other mod in place of BM but keep FQM. Most any other mods will have rebalanced the units/techs over stock and made it better. Stock just sucks (IMO).

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Re: Critical Mods?

Submitted by marhawkman on Mon, 2008-06-30 01:06.

FYI I'm working one some stuff that won't actually work with FQM. Sticking out tongue

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Mod Designer

Re: Critical Mods?

Submitted by Fyron on Mon, 2008-06-30 11:27.

Asteroid habitats, or something more exciting?


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Re: Critical Mods?

Submitted by solanrix on Tue, 2008-07-01 01:28.

truly the best thing you can do is play multiplayer, even with mods u will soon get bored by stupid and unchalenging A.I.
maybe a 1v1 to start you off with the basics. hey im free for a PBEM...

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Re: Critical Mods?

Submitted by thiosk on Tue, 2008-07-01 09:04.

I appreciate the tips and the offer of a multiplay game solanrix Eye-wink currently I'm stuck and unable to participate in anything that takes more than a couple hours since I'm working my butt off trying to get an article published for a journal and get ready for a conference in august, and have to move to a new apartment in the meantime!

I gave my friend's copy of oblivion back to him because that was making it impossible for me to accomplish *anything*

Seemingly with SE5, i have hundreds of pages of literature I can rummage through before I'll figure out what the heck to do Smiling (so many research options, so little time!)

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Re: Critical Mods?

Submitted by marhawkman on Tue, 2008-07-01 09:31.

Fyron wrote:
Asteroid habitats, or something more exciting?
Asteroids would actually not require much work to merge with FQM. One of my current projects not only changes the names of planet type, but it mostly removes the "random spawn" aspect. Certain planet types spawn primarily in certain system types, and certain system types spawn more of certain planet types. It's gonna have two major changes. Graphical, IE planets looking different to go with their new types, and I'm gonna completely change the way planets spawn. IE, for the most part only the size will be random, if that. Needless to say such extensive changes to planet spawning will not work well with most mods that change map generation.

For more info see: http://home.spaceempires.net/ftopict-4497.html

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ekolis's picture
Mod Designer

Re: Critical Mods?

Submitted by ekolis on Tue, 2008-07-01 10:54.

FYI, "BM" = "Balance Mod" Eye-wink
http://www.captainkwok.net/balancemod.php

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Mod Designer

Re: Critical Mods?

Submitted by Fyron on Tue, 2008-07-01 12:18.

thiosk wrote:
I appreciate the tips and the offer of a multiplay game solanrix Eye-wink currently I'm stuck and unable to participate in anything that takes more than a couple hours since I'm working my butt off trying to get an article published for a journal and get ready for a conference in august, and have to move to a new apartment in the meantime!
PBW games run at manageable paces, generally a turn every day or two. Most people don't try to actually play an entire game in one session or anything. Smiling


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benc's picture

Re: Critical Mods?

Submitted by benc on Tue, 2008-07-01 14:58.

the game take something over month) It depends on how frequent do you make a single turn, the map size and so on

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Re: Critical Mods?

Submitted by solanrix on Wed, 2008-07-02 01:22.

yes this is why i like PBEM games as u can do them anytime and even have several days in between turns if one party is busy, only realy practicle for 2 people tho.

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benc's picture

Re: Critical Mods?

Submitted by benc on Wed, 2008-07-02 03:49.

you can play several games together... I prefer PBW, because it can automaticly process the turn and send files to every player... turns pass faster

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Re: Critical Mods?

Submitted by solanrix on Thu, 2008-07-03 00:11.

yes but pbw turns run one turn behind for messages and such, but with pbem u send message and player gets it on their turn right away so doesnt take 3 turns to send and get reply.

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Mod Designer

Re: Critical Mods?

Submitted by Fyron on Fri, 2008-07-04 01:32.

Umm... PBW is PBEM, just with the PBW server automating host tasks. Perhaps you are thinking of hotseat play? Even TCP/IP uses the same simultaneous movement mode as PBEM.


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