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

completely customizable?

Mad-Larks's picture
Submitted by Mad-Larks on Sat, 2006-10-21 15:14. Space Empires V General

I know it says these ships are completely customizable, but too many times have I bought games where they say the ships are customizable, but there are only pre-made ship bases and it has a fill-in-the-blank type of interface.

My questions are simple: Can you start from scratch? Are there really limitless possibilities in ship design? Can I make a borg-cube type ship if I wanted to? Or is it a fill-in-the-blank type of interface?

For example, can I make a lego type ship and expand on it until it fills my screen?

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AgentZero's picture

Ehhhhh....

Submitted by AgentZero on Sat, 2006-10-21 15:30.

All the ships in the SE series are basically blank templates that you can fill with whatever components you've researched, allowing for a vast diversity of different ships. You can arm your colony ships, put cloaks on your freighters and make dreadnoughts that are little more than the biggest missile in the galaxy, so in that sense, yes, the possibilities in ship design are pretty much limitless. The representation of the ship doesn't change based on what equipment is placed on it, so a repair ship based on a destroyer hull looks exactly the same as an armed destroyer.

As for borg cubes or lego ships, you could add these to the game with relative ease if you wanted to.

Suction feet are not to be trifled with!

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Mad-Larks's picture

KT removal?

Submitted by Mad-Larks on Sat, 2006-10-21 15:53.

I saw that there are limits on it, as in KT, I think, would there be a way to remove this, or increase this exponentially? So I can make the ship completely impossible to destroy? Or will upgrades increase it? Or will components? Because from what I saw this is exactly the same as galactic civilizations II.

Every human life is a spark in the darkness, it flares for a moment, catches the eye, and is gone, forever, all that remains is a retinal after-image that fades, and is forever obscured, by newer, even brighter lights.

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Thy Reaper's picture
Mod Designer

Upgrades = More kT

Submitted by Thy Reaper on Sat, 2006-10-21 17:07.

Every time you upgrade a hull you get more space, up to a maximum for that ship size. For example, Cruisers starts at 550kT, but with enough research you can cram 1000kT into the same hull size.

Also, you can mod the game so that each level of a ship hull adds some amount of available tonnage, and by making the maximum level of that hull 999 or higher, you'd basically make it infinitely huge and unbeatable, but it would get pretty hard to fill up more than 10MT of hull space Smiling

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With all these people, you would expect one of them to carry an iguana around...

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MasterChiToes's picture

Hulls

Submitted by MasterChiToes on Sat, 2006-10-21 17:31.

I'd like to see Hull upgrade affect the number of engines allowable... the whole automatic 12 engines deal for the fast ships is annoying, 8 at 1st upgrading/level to 12 at 5th would be nicer.
Maybe some increasing max weapon tonnage too.

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I wonder if you could put a MINUS sign in the size formula?

Submitted by raynor on Sat, 2006-10-21 17:32.

Okay, I just checked all the components, and there aren't any formulas in any of the entries for

Tonnage Space Taken Formula

That's too bad.

Still, I wonder if this field supports formulas. For example, let's make the Rock Colony component line item say:

200 - ([%Level%] - 1) * 10

Then, I'd increase the maximum level to 20. At that ridiculously high level, I'd have a component that would easily fit on a Frigate.

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Where is the number of engines stored? Is it hard-coded?

Submitted by raynor on Sat, 2006-10-21 17:56.

I just did a quick search through the data files. But I couldn't see where it is that they set the max number of engines per ship type. I thought it would be in 'vehiclesizes.txt'.

Is that info hard-coded?

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AngleWyrm's picture

in VehicleSizes.txt

Submitted by AngleWyrm on Sat, 2006-10-21 18:37.

Engines Per Move := 1
and
Requirement 5 Formula := Get_Design_Ability_Component_Count("Movement Standard") <= 12

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Captain Kwok's picture
Mod Designer

AI Consideration for engines

Submitted by Captain Kwok on Sat, 2006-10-21 18:47.

Although for the AI, you'll need to edit the Script_AI_GlobalSettings.txt to change how many engines the AI will add.

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Space Empires Depot | Space Food Empires!

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Thanks!

Submitted by raynor on Sat, 2006-10-21 20:00.

Much appreciated!

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Reply

Submitted by Chris_W on Sat, 2006-10-21 20:14.

"Because from what I saw this is exactly the same as galactic civilizations II."

Nah, while GalCiv2 allows for very varied ship -look- customizing, I felt the components aspect was very limited. SEV does not limit nearly as much and I have complete control over things that can be added to the ship.

I am just disappointed over certain -forced- features like having to fill carrier with so many fighter bays, but it's only a minor thing, except colony and freighter designs there aren't really that many limits.

I'm not too worried about the looks of ships. While I'd love to visually know which of the enemy fleet have more decent components on it, it is not that much of a problem. Remember that most sci-fi shows for example have one-look-per-size type approach, which is why I'm not worried about the fact that my different carriers don't look different visually.

SEV ship design aspect, though annoying in it's mechanics, is one of the best aspects in the game in my opinion.

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Mod Designer

If it says

Submitted by Phoenix-D on Sat, 2006-10-21 21:41.

If it says formulas on the end it supports forumlas- the stock files just don't use them.

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Mad-Larks's picture

From what I saw in the screenshots

Submitted by Mad-Larks on Sun, 2006-10-22 11:20.

From what I saw in the screenshots it looks hardly different than GCII, although, I'm sure the SS don't do justice. From first glance it doesn't seem the kind of game I'm after (as described, I can make the ship itself, not just what goes in it, because you tend to be limited by the spaces allotted.

One question before I go on: I've heard of the moddability, does that mean I can add my dream ship and not screw up the game?

You see, the thing is, I had such high expectations for the for GCII, that when I bought it and got into the .... ship customizing (and I use that word lightly, in this instance), it was surprisingly limited, right then and there, I swore to check out the game before I waste my money again, and thus I am here. From what I've heard from you all, that there are many different type of ships, many differents styles of play, (as with GCII there was basically only 1 way to effectively play the game, and that was to get a bunch the biggest cruisers and send them in) correct me if I'm wrong, but my impressions of this game is that you can make carriers, send out massive fleets of fighters, support with "artillery" and what not.

Another question: can you take direct control of your ships in the battle sequence, or is it like GCII where all you do is watch as the fight takes place?

Other than that, I'm on the verge of ordering this game, thanks for the help.

Every human life is a spark in the darkness, it flares for a moment, catches the eye, and is gone, forever, all that remains is a retinal after-image that fades, and is forever obscured, by newer, even brighter lights.

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ekolis's picture
Mod Designer

You can control the combats

Submitted by ekolis on Sun, 2006-10-22 12:12.

You can control the combats but only in single player mode when you have "turn-based movement" turned on.

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Just to point out, there is

Submitted by Chris_W on Sun, 2006-10-22 12:16.

Just to point out, there is -no- dream ship. The amount of components and items required to make one ship for all purposes needs something not moon-sized, but probably Star sized ship. ANd that's quite pointless in my opinion. Game is more than about just one ship, it's about fleets. A co-working fleet however is that -ultimate ship-, any well built fleet can take out any -dream ship-.

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Rilbur's picture

ROFL

Submitted by Rilbur on Sun, 2006-10-22 12:41.

Mad-Larks wrote:
(as with GCII there was basically only 1 way to effectively play the game, and that was to get a bunch the biggest cruisers and send them in)

ROFL. Feel glad you never ran into an AI that played the way I did... you'd get chewed up but good when you ran into a dinky little empire with only a few ships... and those few ships had tech so far in advance they made your ships obsolete.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mad-Larks's picture

if you meant

Submitted by Mad-Larks on Sun, 2006-10-22 15:16.

Rilbur wrote:
Mad-Larks wrote:
(as with GCII there was basically only 1 way to effectively play the game, and that was to get a bunch the biggest cruisers and send them in)

ROFL. Feel glad you never ran into an AI that played the way I did... you'd get chewed up but good when you ran into a dinky little empire with only a few ships... and those few ships had tech so far in advance they made your ships obsolete.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

If you're referring to the dread lords they're meant to have the best ships out there, and by "biggest cruisers" I meant the best teched up, and customized ships out there. Plus, there really isn't a way to have so far advanced tech, and a "dinky little empire" and be so far ahead of a bigger empire. (unless of course the person you played against was a complete and total fool, and took all the funding out of research).

Every human life is a spark in the darkness, it flares for a moment, catches the eye, and is gone, forever, all that remains is a retinal after-image that fades, and is forever obscured, by newer, even brighter lights.

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Rilbur's picture

hrm...

Submitted by Rilbur on Sun, 2006-10-22 15:45.

Mad-Larks wrote:
Rilbur wrote:
Mad-Larks wrote:
(as with GCII there was basically only 1 way to effectively play the game, and that was to get a bunch the biggest cruisers and send them in)

ROFL. Feel glad you never ran into an AI that played the way I did... you'd get chewed up but good when you ran into a dinky little empire with only a few ships... and those few ships had tech so far in advance they made your ships obsolete.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

If you're referring to the dread lords they're meant to have the best ships out there, and by "biggest cruisers" I meant the best teched up, and customized ships out there. Plus, there really isn't a way to have so far advanced tech, and a "dinky little empire" and be so far ahead of a bigger empire. (unless of course the person you played against was a complete and total fool, and took all the funding out of research).

Every human life is a spark in the darkness, it flares for a moment, catches the eye, and is gone, forever, all that remains is a retinal after-image that fades, and is forever obscured, by newer, even brighter lights.

By "dinky" I mean small in terms of ships, and smallish in terms of planets -- I generally don't have or need many ships, and I don't go conquering for new planets. I play the peacemaker, I get my bigger friends to destroy anything that threatens me (diplomacy can have... fun results when you say "destroy so-and-so, and I'll give you the tech for such-and-such".

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mad-Larks's picture

LOL

Submitted by Mad-Larks on Sun, 2006-10-22 16:26.

So in otherwords, you play the puppetmaster, and have the others waste their time with the ships, nice. Sounds fun, I may try that.

Every human life is a spark in the darkness, it flares for a moment, catches the eye, and is gone, forever, all that remains is a retinal after-image that fades, and is forever obscured, by newer, even brighter lights.

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