archive |
Capturing non-combat or Max range shipsSoumis par Foresti76 le Jeu, 2008-04-10 13:59 Space Empires V FAQsSo I have been running a few scenarios in the Simulator testing out Ship Capture, and it appears as though it is pretty much impossible to capture a ship that tries to run away from you, as most non-combat and ships with max range orders tend to do. The major problem I see is that the ship capture module moves to slowly to catch a ship moving at a reasonable speed 15k/s. Is this a known issue that is slated to be fixed? I looked around in the bug lists and didn't see anything on it. Are their plans to make the ship capture missile move faster? Thanks, Forest |
Project WanderersSoumis par marhawkman le Jeu, 2008-04-10 14:32 SE:V MODsTo celebrate the impending start of modding work, I'm making the thread now. previous thread: http://www.spaceempires5.com/en-US/node/5120 Project Wanderers: Planned features: The racial trait will give you access to the special techs. Also it will give you a boost to ship construction. However as a balancing characteristic, it will also drastically decrease the rate at which you can build facilities planetside. |
Custom components and AI ship designSoumis par mnmib1 le Jeu, 2008-04-10 21:04 SE:V MODsI am now having a problem with AI ship design and my custom components. |

Unable to add new techsSoumis par bearclaw le Jeu, 2008-04-10 21:23 Bug ReportsSince upgrading to 1.71 I can no longer add or change the names of any techs in the TechArea.txt file. I tried adding 2 new tech areas and everything looked fine except when I started a game, those 2 techs do not show. No error message when loading the mod. As a test, I changed just the name of Physics tech area (added 'rty' to the end of the name only) and when I loaded a game, 'Physics rty' was not available. Neither was just 'Physics'. Another test, I reloaded SEV without the patch to 1.71 and I'm fully able to add more techs or rename existing techs. Upgrade to 1.71, can't and new or rename existing techs. |



