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

SEV 1.74 misc. Issues and Suggestions

BlueTemplar's picture
Submitted by BlueTemplar on Sat, 2008-07-19 00:51. Space Empires V General

Post in this topic the suggestions that don't fit in the bugs and interface issues threads.

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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Sat, 2008-07-19 01:49.

- Bring back the SE4 racial characteristics customisation (points AND sliders).
- .zip / .rar support for saved games (mainly because it's easier to send them when everything is already pre-grouped in a single file)
- a strategy for fighters guarding capital ships => stay close to picket/escort/core/tfleader
- the colony tech should be a racial tech, or at least the setup should have an option to enforce this
- make troops 5-10x bigger, ground combat is unplayable as it is now
- the supply system has to be changed: free supplies from emergency/supply storage components that make all supply (&ordnance) generating components totaly useless; weapon platforms not using supplies making planets impervious to attrition/supply draining attacks, no component for ships/units that would automatically ressuply other ships/units in the sector and no way to automatically make a fleet take all supplies available from other ships/units/planets in a sector.
- fix alliances. at the very least, they shouldn't cancel current treaties. In the meantime, remove the damn alliances.
- area effect weapons
- An alliance victory; tone down Mega Evil Empire; relations should gradually decline; alliances that MEE has should decline even more gradually; empires further away should be less affected towards the MEE
- scrapping population causes unrest and lowers relations with others; mass destroying opponent population lowers relations with others
- selecting a no warp-point game should give you the option for a costly limited use warp point creation item so you don't have to sit through a ton of turns to even get to the tech level.
- more than one ship yard for Ringworlds and Sphereworlds. Perhaps One shipyard for each Huge planet size of facility slots.
- only have the non-breathers of a planet domed incurring a penalty to production. Still keep the term "Domed" for the games tradition sake: example: "10% Domed incurring _____ penalty.
- an option to make warp point travel need several movemetn points, depending on the warp line lenght
- overpopulation should be bad for your colonies
- the possibility to order ships with space yards to add a % of their production capabilities to planet-based/ship-based yards of the same sector.
- crew casualties from weapons hitting ship armor/internals
- range ring colors depend on race color or weapon type. Several range rings, one for each weapon type.
- include player stats in an encrypted file if the the players can only see allies stats
- store separate turn combat replays in separate files
- Cooperative intel should protect your allies, not merely help them in their counter-attacks (which is rather poitnless)
- a blockaded homeworld should still give (at least some - 25%?) ressources to the empire
- shields and shield regeneration should draw supplies. They should partially regenerate during combats (depending on the number of days between the combats)
- max range ships are not paying attention that they are getting close to other enemy ships. This should be chaged.
- end turn auto save
- directed espionage/sabotage like in SE4!
- sats & drones (weapon platforms? => option to add crew) vulnerable to computer virus
- ressource conversion should be done at the same time as you receive ressources from colonies/trade, it should not be just another order (currently it's one of the last orders to be executed, since a planet has a movement speed of 0, which is problematic when you want to use these converted ressources to retrofit ships). Ressource converters should be limited in the amount they convert per turn to force you to build several of them.
- retrofit is very micro annoying but also very effective right now (just like emergency components) since you can execute several retrofit orders per turn. I propose to double the retrofit cost and to remove the 150% limit (this should also be beneficial to the AI).
- to make diplomatic contact, the empires should have seen each other - it should not work when one of them was cloaked (the cloaked one should still receive the other empire info)
- Planet-enhancing abilities (what's done in FQM is a good start, but it could be more diversified and frequent)
- Special projects (or wonders if you're more aware of this term)

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Jozsf on Sat, 2008-07-19 06:29.

1. During race generation the race and government modifiers use double negatives:
Production is increased (Positive) 10% = correct usage in English
Production is decreased (Negative) -10%= incorrect usage in English and actually means + 10%

Possible solution is:

Production adjusted (+/-) 10%. Rather then using increased/decreased.

2. During non-finite resource games the resource % on asteroids decreases as you remote mine them, but planets remain the same.

3. During finite resource games the computer should auto-fix your production so the you don't extract resources that cannot be stored or used during that turn. This would extend the resources that your planets actually have.

4. Create strategies that are useful:
Defend warp point.
Defend planet
Defend ship
Defend space station.

5. In solar system view reduce the system modifier descriptions to 1-liners:
Mineral production +5% vs.
System Mineral Scanner increases mineral production by 5%.

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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Sat, 2008-07-19 06:52.

Quote:
but planets remain the same
When you mine them with robo-miners or normal facilities?

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Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Sat, 2008-07-19 13:10.

Quote:
2. During non-finite resource games the resource % on asteroids decreases as you remote mine them, but planets remain the same.
It doesn't make any sense at all for asteroid values to decrease... You can build a full planet out of them and mine tons more resources with facilities, all without any value loss.

Quote:
5. In solar system view reduce the system modifier descriptions to 1-liners: Mineral production +5% vs. System Mineral Scanner increases mineral production by 5%.
That would make them ambiguous and make it difficult to figure out what's going on.


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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by glockgemini on Sat, 2008-07-19 22:02.

I would like to see a button on the tactical combat screen for "All Ships Hold Position" that would be very useful for the beginning of the turn where all the ships are where I want them. Having to go to each ship, select it go down to the Goto command and click on the ships position is highly irritating.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by glockgemini on Sat, 2008-07-19 22:04.

I notice that when I scrap a ship that the supply and ordnance it has is not transfered to the planet. It should be.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by glockgemini on Sat, 2008-07-19 22:10.

I think it would be great to be able to select the number of AI empires that the new game will generate instead of a fairly wide random selection.

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Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Sun, 2008-07-20 12:36.

You can edit the settings.txt file to make the ranges a fixed number. Its indirect, but entirely possible.


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Bones's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Bones on Sun, 2008-07-20 19:24.

It would be good to limit AIs to cruiser sized ships, I'm in an advanced game and what was a good rival has started building Base ships - they look impresive but get wasted by 3 cruisers or 4 - 5 destroyers with minimal losses. Where as earlier in the game they had fleets of cruisers/destroyers and frigates which provided a reasonable fight.

Being able to turn-off the visual ship movement at the start of a turn or when you move a ship in the turn. You know where its going - you sent it there, therefore confirmation is not required.

Drednoughts and Base ships way out of proportion to the rest of the ships - almost as big as a planet, yet only a bit more than twice the size of a cruiser. I would like a base ship that is large enough to be self sufficiant, but small enough to still be able to warp - approx 10,000kt? (12 x the size of a cruiser)

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Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by battlespud on Sun, 2008-07-20 21:41.

one annoying thing i find, is tactical combat around planets. if a ship goes "over" the planet, you cant give it orders and it sometimes gets stuck offscreen. make it so you cant order through planets or shoot over or through them (maybe implement accuracy modifiers for asteroids?)Also, if an enemy has a large fleet and brings it into tactical combat, ALL the SHIP ARE STACKED ON TOP OF EACH OTHER!!!!!!!!! they cant move independently, look ridiculous and make it very hard ot pick a target.

Add new space statio abilities, such as making space stations have population, facilities etc. bases shouldnt be spammed, they should be cities in space.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by marhawkman on Mon, 2008-07-21 06:44.

Pop would need some serious codework, but giving bases "Facility" abilities is doable.

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Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Mon, 2008-07-21 11:29.

Though only usable for orbiting over colonies.


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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-08-25 08:25.

An idea to fix emergency components:
1 - they should only be repaired at a planet, not any construction yard
2 - hitting "Use Component" for a fleet, will open the same window as for a ship, but it will use all the emergency components available on the fleet.

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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-08-25 09:05.

The way the supply/ordnance system might be improved:
- supply containing components should be build without any supply inside them.
- when built ships should automatically be ressuplied from the planet or a ship/base/unit stack with a "ressuply component" in the same hex
- planets shouldn't have unlimited supplies in combat, and supply/ordnance depleting weapons should work against them.
- a column listing the current available supplies on the planet in various report screens would be nice (if it doesn't exist already).

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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-08-25 12:26.

Suggested before: (there is a image of it somewhere)
Allow to place lower level components on a ship:
In the Available Components list , next to (I,O) indicator, there could be up and down arrows to change that component's level. These arrows would be greyed out if the current selected level is the min/max available. The current selected levels should probably be remembered from one design to the next.

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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Tue, 2008-08-26 11:03.

- When the default don't get hurt strategy is used, if the ship has a weapon, it won't flee. And if it has no weapon it will flee regardless of which one of the default strategies is selected. So Don't Get Hurt is pointless right now.

- When playing in a turn based solo game, if you alt-tab out the game, the moving ships won't cross any warp points. Since moving ships takes some time at the start of each turn, it would be great if they still moved when the game is alt-tabbed out. (It would be even better if you could set them to move without the game having to track and show each one of the ships moving).
Also, when alt-tabbed out, you don't know if there's a combat waiting for you, since the tab only shows "Player X". A "Combat vs Player X", or "Combat vs the Drushocka Empire" would be a lot better indicator.

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Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Tue, 2008-08-26 11:56.

BlueTemplar wrote:
Suggested before: (there is a image of it somewhere) Allow to place lower level components on a ship: In the Available Components list , next to (I,O) indicator, there could be up and down arrows to change that component's level. These arrows would be greyed out if the current selected level is the min/max available. The current selected levels should probably be remembered from one design to the next.
The only purpose for this is obsessive min/maxing of build cost. Instead of allowing that, components that have less than useful "improvements" at higher tech should be redone so that the highest level is always the most desirable (eg: C&C comps were already fixed to not increase in cost). There should simply be no incentive for encouraging this behavior. In SE4, the lack of build point spillover certainly encouraged it, since you could occasionally save a full turn's worth of points. But with point spillover, there is really no need for this sort of design tweaking.

Which components do you find yourself wanting to use obsolete levels of, and why? Suggestions of how to fix those components are far more practical and doable, given that it would be a lot more work to overhaul the UI with support for selecting obsolete levels.


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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Tue, 2008-08-26 12:33.

Good point. I have one other example though where using old designs is useful: If you fear that your ships might be stolen, or to confuse your opponent into thinking that you are weaker than you are. Some mods might also make higher level components a lot more expensive.
Also bigger hulls are sometimes worse at turning and acceleration.

But I agree with you that other features and bug fixes are more needed and/or easier to do.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by tyro_maven on Thu, 2008-08-28 11:13.

Another reason for using old designs is to keep certain units buildable in reasonable time by planets without ship yards. e.g. forgot to design a mine costing under 500 and now can only build three per turn instead of 4 at a tiny planet. Might make all the difference sometime.

Another example, could use a higher level warhead with a lower level mine hull to keep the cost below 500. Could do something similar with fighters.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by p3 d on Wed, 2008-09-03 15:43.

I posted it elsewhere: no more than one refit each turn to avoid retroseries.

Another: have a choice in the game setup to turn off resource trade. Currently it is free resource generation from nowhere without any mining: I mine 100,000kt minerals, my trade partner mines another 100,000kt, both of us get 30,000kt for a total of 260,000kT produced.

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Cerberus's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Cerberus on Thu, 2008-09-04 00:07.

p3 d wrote:
I mine 100,000kt minerals, my trade partner mines another 100,000kt, both of us get 30,000kt for a total of 260,000kT produced.

I don't get your math here.... each player is mining 100k. and trade gives you 30k... thats 130k for each player. not 260k.

260k for both playres combined. but then they are already mining 200k... so it still doesn't make sense.....

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by p3 d on Thu, 2008-09-04 22:22.

Why makes no sense? 2x(100kt+30kt)=260kt which is 60kt more than what was mined. Now please tell me where that 60kt is supposed to come from.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Ender on Fri, 2008-09-05 17:46.

What is wrong with these 60kt representing trade? It is just a game convention. If you really hate it, however, no new option is necessary as you could easily change trade increase in Settings.txt from going up 0.5% per turn to just 0.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by evirus on Sat, 2008-09-06 08:11.

battlespud wrote:
Add new space statio abilities, such as making space stations have population, facilities etc. bases shouldnt be spammed, they should be cities in space.

i had an idea similar to this a while ago. just have a space colony component higher up in the tech tree than ice/rock/gas colonization. instead of selecting a world to colonize have the ship(or base) function as a colony(the component provides the space for facilities and population proportional to tech level) once you load it with population. this could also lead to an interesting racial setting of being fleet only(disabling the ability to colonize planets but starting with a space colony and ship yard equipped ship.

and I've always thought that the warp point creating components appear far to late in the tech tree, especially when it comes to no warp point games. maybe this is simply because its the only way to get to other stars besides previously existing warp points. a good solution is to make a component that allows a ship to travel to another star(or nebula, black hole what ever) on its own without creating warp points(one component, one ship, if you want a fleet to do it every ship will need the component) i think the requirement of every ship needing it to travel would balance it against the higher tech warp point generators(which allows an unlimited amount of ships travel through)

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BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-09-29 15:08.

- Boarding pods are too slow.

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Re: SEV 1.74 misc. Issues and Suggestions

Submitted by rditto48801 on Tue, 2008-09-30 12:31.

p3 d wrote:
Why makes no sense? 2x(100kt+30kt)=260kt which is 60kt more than what was mined. Now please tell me where that 60kt is supposed to come from.

Here is how I look at it.

One man's trash is another man's treasure.

It is wrong to assume that every race uses every last thing that can be dug up, harvested or otherwise refined/processed.

An example of sorts.
Race A might have a reliance on iron since it was the most abundant mineral and smeling and producing allows for it is easy for them, but never really developed tech that relied on Aluminum since it was never worth dealing with it for any number of reasons.

Race B evolved and developed in a way where Aluminum was their most used material, but due to some sort of factor, iron is not practical for them and is little used.

Race A trades some of their bauxite ore 'accidentally' dug up while digging for Iron, Race B can easily use the bauxite ore to make Aluminum, and in return, they trade some of the abundance of otherwise useless (to Race B) Iron ore they have laying around. Over time, as things improve, each develops more effective mining/harvesting/refining techniques allowing them to trade away their 'unused' resources in a more readibly usable form rather than the raw resources they come from.

The Buck Rogers TV series also comes to mind.
I forget the episode, but a 'side' thing going on was Group A (Earth Defense Force?) was badly in need of a mineral, and were in difficult negotiations with Group B to get it.
Another planet, of Group C, whose planet Buck Rogers ends up on, notices it has some sort of mineral all over the place, so common it can be picked up off of the ground, but the people of Group C have no idea what to do with it.
Buck Rogers is suspicious about the mineral since it looks 'familiar'.A sample of the 'common' mineral is taken by Buck Rogers, and it is revealed to be the badly needed mineral that was needed by Group A, who cancel the difficult negotiations with Group B, and open a trade agreement with Group C, who is more than happy to trade away what they have no use for in return for things they can use.

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