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Inigma's Custom Layout Guide for the Informationally Overloaded EmperorSoumis par inigma le Jeu, 2007-11-15 00:39 Space Empires V FAQsHi. I thought I would share this here in the SEV forum FAQ. Let me know what you think. Feel free to modify it on the Space Empires Wiki Taken From: The SEWiki SEV Strategy Guide - Inigma's Custom Layout Guide for the Emperor Suffering from Endturnititus Inigma's Custom Layout Guide for the Emperor Suffering from Endturnititus Knowledge is power. Information overload is helplessness. Endturnititus is a condition one suffers when they find themselves fretting over hitting that "F12" key or "End Turn" button, thinking they "must be forgetting something." So they check and recheck and still upon ending their turn don't quite feel safe doing so. I don't know about you, but until I learned what I am about to teach you, I would always hit the "F12" key as if I was pushing the final button on a nuclear bomb that would ultimately wipe out my dear empire after spending countless hours crafting it together. |

Planetary Pictures & ModelsSoumis par MasterChiToes le Jeu, 2007-11-15 02:43 SE:V MODs*********************************************************** [edit]The links in this thread will expire by 2008. Most of the pictures linked are of test planets that won't/didn't make it into the final multimedia pack. http://mm.spaceempires.net/index.php *********************************************************** I am working on some new planet textures. Almost finished the first texture, yielding 20 Rock and Ice worlds (I just have to load and re-save 200 Pictures/Planets pictures using Paint... I've already loaded flipped and re-saved the model textures). |
Transfer Cargo not working when Amount > 1Soumis par sampos le Jeu, 2007-11-15 03:40In transfer cargo window, if you set Amount to be greater than 1 (for example 10) and move population from planet to a ship, you only get one 1M population "Load Specific Cargo" order, but also other "Load Specific Cargo" orders for other stuff, that may include also the facilities on the planet. |
Making AI Use My Corvette Vehicle Class with New Tech TooSoumis par BlueGreen le Jeu, 2007-11-15 07:10 SE:V MODsHi all ive been modding the data files and adding them to a new mod folder for a new Class of ship (Corvette) that requires a new tech 'Very Ligh Hull Construction' which I modded to come before the first ship tech 'Light Hull Construction'. Well everything works fine for the Human player; and I can research through the New Tech onto the older tech; and design and make Corvette ships how I wanted. Its great. I also modded the following AI files and added them to the data file in order to hopefully get the AI to use the Corvette ships too:(Script_AI_GlobalConstants_VehicleSizes.txt / Script_AI_GlobalConstants_Tech.txt / Script_AI_GlobalResearch.txt / Script_AI_GlobalSettings.txt / Script_AI_Research.txt) Also they shouldnt have no choice; because they can only build Colony Ships and Corvette ships until they research through 'Very Light Hull Construction. However when i start the game up to test it by making the whole universe visible at all times; the AI only constructs; Space Stations, Sattelites, Mines, Weapon Platforms and Colony Ships. They do not however construct the new corvette ships and they seem stuck on the new ship technology. |
Supply/Ordnance exploitSoumis par putty le Jeu, 2007-11-15 07:35 Space Empires V Generalfirst off im not sure if there really is a difference between an exploit and a bug so perhaps this belongs in the bug fourum? anyway: there i was playing a stock non-simotanious silgle player game (v 1.58 but i didnt see this fixed in the 1.63 change log). my ships were sitting at a planet i recently colonized empty of supply and ordnance because they just wiped the planet of its former owner. thinking this sucks i have to wait at least 4 turns tell a resuplly depot is built and i can use them again. then i thought wait a minute i have a sattelite here (first thing i build) it has supply and ordnance. sure enough under the move cargo tab you can move the supply/ordnance from the sattleite to the empty ships...hmm...now the sattelites empty right, ah but the planet has "endless supply and ordnance" so i move the sattleite back into the planet bay then launch it again with full cargo. lather rinse repeat as nessicary. it was a bit time consuming for me considoring my sat. had only 300 supply and ordnance but it wouldnt be hard to make a new sattelite with nothing but a computor core ordnance and supply. so i feel cool for figureing it out. im not sure if it would work in simotaneous games or if its even that biga deal. but fully supplying ships with no depot instantly sounds like an exploit to me. |

Starbase needs Supply in order to Fire?Soumis par inigma le Jeu, 2007-11-15 15:28 Space Empires V GeneralIn 1.63 and BM 1.11 I was wondering why my Starbase needs at least a 5kt supply to fire any beam weapons or have any shields. It has a quantum generator - so why do I need a supply storage in order for my shields and beams to work? It would seem a little odd that one 5kt supply is all that is needed for a large starbase sporting 8 massive base Wave Motion Guns, and if it doesn't exist, they sit silent. |
Quick QuestionsSoumis par unnamed le Jeu, 2007-11-15 18:50 Space Empires V GeneralHey Everyone, A couple of quick questions: 1) Is there any benefit to having multiple mine layers/satellite layers/ satellite bays on a ship besides combat? Is there a limit on the number of units launched during a combat turn? 2) How much effect on the slow down of the game is due to the comp running through the code, and how much is it actually executing the commands. 50% - 50% ; 10% - 90%; 90% - 10% . Basically how much impact does it have from us modders improving the AI and such to slowing down the game. Is it worth my effort and time to make more efficient code, or is the slow down mostly from running movements, combats, and such. |
GidMod 4.9.0Soumis par Gideon le Jeu, 2007-11-15 22:23 SE:V MODsI hope to have the next version of GidMod up by tomorrow, Saturday at the latest. This version represents a sprint to finish the component tweaks and balancing, as well as the base AI. If this goes well after release, then the next several version will focus on differentiating how each AI designs ships, assembles fleets, focuses research, and eventually handles politics/relations. Changelog for this version: [code] |



