archive |

Balance GameSoumis par Cerberus le Sam, 2007-11-10 01:40 Space Empires V Multiplayerstarting a balance game on pbw. |
Can I only use the AI of BM?Soumis par Sandermatt le Sam, 2007-11-10 02:20 Space Empires V GeneralI already changed the data files and so on, to how I like to play the game. But it would be nice if the AI uses a little bit more veried ship sizes and if I can't just win every battle with ships with capital missles. |
Deleting Items in the Item Queue ListSoumis par FishEase le Sam, 2007-11-10 17:43 Space Empires V GeneralIn the build queue dialog, it is possible to save item lists to be loaded in another queue later. I was just wondering how I could delete lists made before so the list of saved queues aren't cluttered. Sorry if this has been answered elsewhere, but I was not able to find the answer to my question after searching. |

Balance Mod 1.11 Aliance IssuesSoumis par Mynhardt le Sam, 2007-11-10 18:35 SE:V MODsI managed to make an alliance with a AI Race but when I want to change the alliance rules the ai does'nt vote. There for the rule does not get passed. Anybody Aware of this? |
Order in which weapons fire?Soumis par jimbob le Sam, 2007-11-10 21:09 Space Empires V FAQsSorry if this one's been discussed already: Is there an easy way to know in what order the weapons on a particular ship will be fired? Is it the order you add them to the ship (First added, first fired)? Or in order from front to back, left to right, etc etc? I ask because it would be nice in certain strategies (e.g. have the shield depleters fire before the crystaline weaponry does) In my case, I'd like to make a set of "dummy missiles" that go in just before the actual warheads to soak up the damage. Perhaps have the dummy missiles with extra structure, ECM, etc. But without knowledge as to have them fire first, I'm afraid I'll end up with a system in which the normal missiles absorb the PDF for the dummies! |
Movement: speed, acceleration, turn rateSoumis par jimbob le Sam, 2007-11-10 22:30 SE:V MODsIs it possible to modify the speed, acceleration and turn rates of a particular ship (or engine components going onto the ship) such that you could produce: 1) a ship with a very slow speed but turn-on-a-dime manouverability and accel. to speed (great for missile ships - by the time they turn they're often damaged) Cheers |
Next Ship/Next Fleet button Causes slowdownSoumis par Delta V le Sam, 2007-11-10 23:39 Space Empires V GeneralI'm playing 1.58 w Balance Mod 1.11 and FQM beta 5. I'm playing on a small galaxy and I have about 30 planets and 110 ships. Whenever I press the "next ship" button or the "next fleet" button there's about a 2 1/2 second delay when it finally goes to the next ship/fleet IF the next ship/fleet is in a different system. I'm also seeing the same type of lag whenever any ship (fleet or individual ship) goes through a warp point. This is really annoying, is there anything I can do to optimize this? I've tried lowering the resolution and dropping the graphic quality but I don't think its a graphics issue. |



