archive |

1.58 Ground combat supply bug BM1.11Soumis par althumbs le Ven, 2007-11-09 00:25 Bug ReportsDurning ground Battle weapon are not firing if they only use supplies. |

FedTNG drone imageSoumis par MasterChiToes le Ven, 2007-11-09 01:57 SE:V MODsI've been using the FedTNG ship set, and the drone images for the turn reports are not loading (and giving an error when I close the report). What image do I need to add/fix to correct this? |
Warp point generatorSoumis par OD77 le Ven, 2007-11-09 04:53 Space Empires V GeneralHi, in my game I try to find out how I can generate a warp point. I´m searching the correct tech to explore. Hope somebody can help me. Thanks OD77 PS: Forgot to say: We are playing the BM1.10 as hot seat. |
Access Violation..?Soumis par Isdahl le Ven, 2007-11-09 06:02 Space Empires V GeneralTonight while playing SE5 v1.58, i had an error that read..........Access Violation at address 0071f052 in module 'SE5.exe.' Read of address 00000008. The wierd thing is, it started happening around turn 2406.0, and only happens when i click the Planets List Button on top of the playing screen. This is the first time its happened since i've owned the game and i bought it when it first came out. I just started playing it again after about a 6 month break (been playing WOW,and MTW2K). I have no mods in my game, and just downloaded the new patch 4 days ago. The wierdest thing is that the game plays great, so long as i dont use the planet list button, lol. This is my 3rd campaign, and the game ran fine until tonights game, been playing it all week, pretty much. I'm running WinXP, and all my drivers are updated and my system has and does meet all the requirements. Any thoughts or idea's would be greatly apprieciated on this strange error. |
Is it possible to mod game so there is different SY limit for different planets?Soumis par Alpedar le Ven, 2007-11-09 07:19 Space Empires V GeneralHaving ringworld/sphereworld is nice, but what it gives me? LOT of facility space, so i can fill it with research/intel/monolith. So i can use lot of intel or lot of monoliths. But what they are good for, if i cannot spend resources they give me? It seams weird not being able to build more SYs on ring/sphere world (i can have eg. 10 planetery SYs in one system on 10 planets, but in system with sphereworld (which should be imo "supersystem" compared to normal planet systems) i have only one. |
Problem with PlantesSoumis par McRib le Ven, 2007-11-09 08:24 Space Empires V Generalhello, i have a Problem with the Germany game. We have not 5 Plantes. We have only 3 small, Medium, Big McRib |

Alliances: Good and Bad?Soumis par Romulus68 le Ven, 2007-11-09 08:58 Space Empires V FAQsHow well are they working in 1.58? What are the advantages of forming an alliance? Disadvantages? (assuming it wasn't bugged) I've been thinking of forming a two player alliance in a game without the intention of adding anyone else. I was curious if it would work? Is it useful? Any insight would be GREATLY welcomed. |

YAVM: Ars Scientia ModSoumis par ekolis le Ven, 2007-11-09 12:00 SE:V MODsIn case you're wondering what "YAVM" stands for, it means "Yet Another Vaporware Mod" Yeah, I started on another new mod again... the theme of this one is a more interesting research system, hence the name, which means "The Art of Science" in Latin (though I probably got the cases wrong Basically, what I'm doing with the research system is combining the "random research" and "specialized research" concepts posted earlier, and reshuffling the tech tree a bit. There are now 8 categories of research, each of which corresponds to one of the stock Theoretical Sciences: * Astronomy - gives sensors, solar power, scanners, warp drives, etc. |

X file animation support in SEVSoumis par Isopsyco le Ven, 2007-11-09 12:21 SE:V MODsAnyone know if SEVs engine can handle the X file animation code? This would be totally awesome if it did (although I haven't tried to animate anything yet). |
Game Crashes after turn 2 or 3.Soumis par Grossman le Ven, 2007-11-09 13:58 Space Empires V GeneralHello all. I have a question that I think someone else also posted, but have not seen an answer too. The game crashes in turn 2 or 3 in both vs 1.58 and BM 1.11. The blue bar starts and then stops right away. I have tried many different things to fix this, but keep coming up short. Can someone who has more experience in code help me with this? Thanx. |
Under the hood: Gidmod Intel (or "...this world was being watched closely by intelligences greater than man's...")Soumis par Gideon le Ven, 2007-11-09 14:01It has occured to me that it is rather unfair of me to change how intel defense works, and then not post details on the system. The following information is current as of 4.9.0-beta, with a game version of 1.58. Hopefully this helps you to better understand how intel defense success is calculated in my mod. The first thing you should know is how intel and intel defense works. Basically, an attack type is chosen. Then, the game accumulates points for that type (the ammount varies by type) until it has enough to launch the project. How much the attack project costs goes up by an ammount based on how many total attack points you are spending. |

Balance Mod 1.11 Ground Combat IssuesSoumis par inertiatic le Ven, 2007-11-09 15:59 SE:V MODsHey guys, I dont think this has been mentioned before, I apologise if it has, but I've discovered a serious issue in ground combat mechanics in the Balance Mod V 1.11 and I wanted to know if anyone else had experienced the same problems. I just launched a long-awaited invasion of an enemy planet, which happened to be defended by a particularly aggressive species, with my standard troop design of basic medium-troop size units armed with small anti-proton beams, or whatever they're called nowadays. Now, I soon realised to my horror that my units wouldnt engage any enemy troop units on the ground, instead they only attacked the planet's remaining weapons platforms and when those were dead they retreated. It therefore seems that in v1.11 small anti-proton beams cannot target troop units. Surely this is a glitch? Has anyone else experienced similar errors in ground combat perhaps with other types of weapon? |

1.58 + BM 1.11 Fighter won't attackSoumis par Shrike le Ven, 2007-11-09 16:02 Space Empires V GeneralMy fighter design has only one small APB and no other weaponry, so it should not require any ordnance. No matter what I try to set as a strategy, it still won't attack enemy fighters and try to retreat instead. Looks like a bug to me. |
Creating FleetsSoumis par unnamed le Ven, 2007-11-09 16:37 SE:V MODsHey Everyone, Quick Question: Looking at the code, for the AI, it creates an empty fleet and fills the fleet later by ordering ships to join it (whereas the human can only create a fleet with a ship/unit selected). Is this correct? Anyone know how to create a fleet without first selecting a ship? Anyone see the AI have an empty fleet? Thanks -Unnamed |
Patch 1.58 GermanySoumis par McRib le Ven, 2007-11-09 16:45 Space Empires V GeneralSo, wen jemand noch ein paar Fehler kennt die ihn stören sollten er die ruhig Posten. McRib |

SE:V v1.62 HistorySoumis par Captain Kwok le Ven, 2007-11-09 17:05 Space Empires V GeneralLatest from the beta... Version 1.62: |

A Game Idea - PBC Teams vs PBC TeamsSoumis par inigma le Ven, 2007-11-09 17:43 Space Empires V GeneralI was curious, Has anyone thought of putting together a game in which a group of players work together to decide what an empire does, and then as a team go head to head against other empires run by similar groups of players? I know Play by Committee does it more for the role play against computer opponents, but would anyone be interested in a contest of teams against teams? I was thinking 5 empires, teams of at least 5 members each (with option for many many more members), with each person getting a vote on a course of action or providing counsel as to what to do. This way if someone has to go, or leave, that an empire always has someone continuing the strategies of the empire and they could recruit additional help to maintain the team count. |
TCP/IP Multiplay terribly annoying (v1.58)Soumis par AlexanderK le Ven, 2007-11-09 18:15 Space Empires V MultiplayerToday, I set up a multiplayer session together with a friend (patch 1.58, TCP/IP on a switched LAN). After struggling for about half an hour with the multiplay setup, everything worked, we played for 2-3 turns and then i got too annoyed to continue: The way, the host interface implements the progression from one turn to the next is one of the most awkward solutions, i ever encountered. Sure, it's powerful in the way, that you can intervent who controls which empire between turns, but what really is missing, is a way to have the game progress *automatically* to the next turn without changing anything as soon as all players made their move. |
What are the benefits of advancing certain techs?Soumis par madman22 le Ven, 2007-11-09 20:39 Space Empires V FAQsThere are a few techs that I haven't quite seen a benefit to developing past the first level (or at all). 1. Colonization techs: What is the benefit to advancing beyond level 1 on any of the colony techs? 2. Civics? I think this is the name of the tech. What benefits do you gain from the different "achievements" under this tech? 3. Resupply: Does anyone use the emergency resupply/reordinance components on their ships? Maybe useful on bases? 4. Monolith Facilities (I know, not a tech), these don't seem to be more beneficial than building 1 of each resource facility, at least in a stock game. |
Possible Mod ideaSoumis par madman22 le Ven, 2007-11-09 20:54 Space Empires V GeneralJust thinking this one out loud, what if their was a restriction on colonies which prohibited them from "activating" facilities until reaching a certain population level? For example, research, mining, shipyard facilities do not become active (produce) on a new colony until you reach, say, a pop of 50 or 100 million. Would this change the strategy of settling new colonies or researching the colonization techs to higher levels? May not change anything, just starting to ponder this one. |




