archive |
Treaty Issues and Questions - sorta stuckSoumis par mrdisco le Sam, 2007-11-24 07:00 Space Empires V GeneralHellos all. Maybe you've run into this and have a solve, I get offered a Mutual Aid Agreement with alien race - which I accept. 3 turns later, the SAME race now is offering a Military Treaty to me - but when i go to accept it... I get the wonder message of: "Entering into a treaty is prohibited by the terms of our existing treaties." I don't see a way to let me do fix this...without spending turns to break the treaty, which takes a turn, then i lost the races offer and possible mood changes. Ideas or just go back to playing Mass Effect =) Thanks all. |
Making It So Only The AI Can Use a Certain Component or Technology.Soumis par BlueGreen le Sam, 2007-11-24 10:47 SE:V MODsHey all Ive browsed through all the parsable text files and data files, etc... But havent been able to figure out a way to make it so only the AI can use a certain component or technology. It seems the human will also have access to it too. I know I could manually assign a racial trait to the AI when starting a game; but I dont want to do it like this I want new randomly created AI to have components and tech they can use but the human can't Any help is much appreciated hehe.. |
AI tagsSoumis par Tilarium le Sam, 2007-11-24 12:14 SE:V MODsGot a question about AI tags. I'm going to adjust my Balance Mod some to require crew based on the componants added, much like it is in Gritty Galaxy. Looking at the gritty galaxy mod I can see that AI tags are used... but what do I need to do to set the AI tag so that it'll work right? I did a search in the gritty galaxy mod folder but didn't find any .txt that shows AI tags other then the componant.txt. Kyle |

FUnction to see what shipset an Empire is using?Soumis par Isopsyco le Sam, 2007-11-24 13:14 SE:V MODsIs there a function call or a method to get the shipset type the computer empire is using? I've looked through the script doc and haven't seen anything directly doing that, but is there another tag or id method in another function I don't know about? |
BM issue RE: Small anti-proton beamSoumis par DauntlessDave le Sam, 2007-11-24 14:51 Space Empires V GeneralI have both BM 1.09 and BM 1.11 listed as possible game tyoes. I am plying a game that started as BM 1.09. Small anti proton beam does not target fighters as it should. I checked the tesxt file in the data folder and it lists fighter as a target, but thi in game description of the weapon does not list fighters. Can I fix this or do I have to start a new game? |

How to get my ships to actually hold position.Soumis par MondoMage le Sam, 2007-11-24 15:22 Space Empires V GeneralI'm playing the latest Balance mod (1.11) and SEV 1.63, but this issue isn't restricted to the latest updates, as I've seen it in earlier versions, too. Some of my ships, it seems, can't sit still. When I order them, either in a formation or as individual units, to move to a specific position some of them will reach said position and then either change their orientation to something other than where the rest of the formation is pointing, or they seem to "miss" the mark and begin orbitting the position I told them to go to. The first instance tends to be irritating because when I order the formation to then move someplace else, the mis-aimed vessel have to break out of formation while they reorient themselves, which can really mess up a carefully laid out formation. And when their firepower is needed to ward off a wall of incoming fighters, the loss of a ship because the navigator was daydreaming can be rather messy as well. |
Kwok, I've got a question:Soumis par Gideon le Sam, 2007-11-24 15:30 SE:V MODsSince you're the resident AI guru, I thought I would ask you. How long do message log events remain stored? I want to look up treaty elements from several rounds after the treaty has been accepted. Is it possible to look back any distance in the message log (and if so, how far)? I need to know, so I know whether I can look them up for renegotiation, or if I have to store the elements in a datafile. |
Resource DistributionSoumis par Gideon le Sam, 2007-11-24 16:11 Space Empires V GeneralRight now planet value is expressed, basically, as: random(min_value, max_value) Creating a completely random distribution of resource values. Could we have this in the Formulas.txt file, so that modders can change it if they want? I would like to have a bell-curve distribution in my game. |
Probably a hopeless question but...Soumis par krakatos le Sam, 2007-11-24 18:08 Space Empires V General.. is there any easy way (read: not requiring understanding modding in depth) to play with 2 mods at once? I'm relatively new to Space Empires 5 , and I've been experimenting with the mods out there. As of now, the ones I like the most are Fyron Quadrant Mod and Unnamed AI mod. And well.. I'd like to play a game with both... but it seems you can only choose one at the start, and it makes sense too to prevent different mods from conflicting. But since Fyron mod is not a game AI script, but from I can see mainly work on creation of the star systems (plus a load of neat graphical enhancements), I was wondering if there is a relatively easy way to end up using both. |




