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Questions on Patch 1.66Soumis par PyroMancer le Lun, 2008-03-03 03:44 Space Empires V GeneralI have not played SE:V in a while like since the 1.30s something patch many months ago. I was wondering two things. First off yes in notes say AI is improved but the real question which the players can better answer how much? Does it seem a lot smarter and more of a challenge now? Also the other thing I was wondering what there was a bug as I recall by turning up time acceleration it didn't all PD to fire as often or something like that allowing missile weapons to be much more powerful then they should of been was this fixed? |
Choosing multiple of items in simulated combat (suggestion).Soumis par Khizlek le Lun, 2008-03-03 08:36There are times when I want to see how a ship fleet/fleet will rate against another hypothetical ship type/fleet yet I have to select 100+ at times to get an accurate result (and that gets boring very quickly). It would be nice to type in the amount of a ship/drone/fighter/satellite instead of having to select each ship/drone/fighter/satellite one at a time. A system similar to the construction/ menu (where you can select/type in the number of items then click on them to bring them to be constructed). |

Space Empire V LITE ModSoumis par Romulus68 le Lun, 2008-03-03 10:04 Data Mods | Game ModsI have been reading the various posts about the games complication and cult like appeal. As many of you know this game can be very overwhelming to the new player and especially to someone with little 4X experience. What I've done here is take CaptainKwok's BalanceMod and strip it down to what I would call the bare essentials. This version still maintains all the galactic feel, but with what I would call less complication. All the key ingredients of strategy and play are still here, but on a smaller scale. I think this version will have some nice unforeseen advantages. I think the AI will do better with less to work with. Also, the games should play fast and efficiently. |
Space Empire V LITE Mod 1.06Data ModsWith the condensed Technology Tree I felt like we needed a few unique items for researching higher levels. To remedy this I added rewards for reaching higher levels in certain techs (Vehicle Systems, Engines, Hulls, Space Ports, Anti Proton Beams, Meson Cannons).
Also, since I pulled the special racial techs I decided to add them in as rewards for finding ancient ruins on planets. Colonizing a world with a Ruin is still random, so you will get an existing tech advanced or access to a new type of technology.
Version 1.06 (March 2008)
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1. Corrected typo in Flak Cannon.
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Mod coding help with a ship combat only engine.Soumis par Romulus68 le Lun, 2008-03-03 13:24 SE:V MODsI looked at other mods, but couldn't find where anyone already did this. I read a post where a player was requesting a Monitor class ship and I really liked the idea. Basically, that is a ship that doesn't leave a system or in SEV's case it doesn't leave orbit. The Monitor ship is intended to defend planets and can take the fight to attackers versus weapon platforms being limited in range by just setting on the planets. I tried to make an Engine that provides only combat movement and no sublight in system movement. I mirrored Afterburners as a basis for the design, but even with multiple System Drives I couldn't get the movement in combat past 2km even with the restrictions pulled. At least I think I had it pulled. |

rpg starflightSoumis par TakAhLah le Lun, 2008-03-03 17:46 Off-topic & Casual ConversationsI've just seen this old game over on abandonia. Starflight! It was the first ever game I bought for the pc...it brings back happy memories...its a free download if anyone wants to step back in time. » Vous devez vous identifier ou créer un compte pour écrire des commentaires |
Micromanagers Anonymous - First MeetingSoumis par Delta V le Lun, 2008-03-03 22:53 Space Empires V GeneralHi all, I've been playing space empires since space empires II (I've still got my old disk and space empires II strategy guide around here somewhere). Anyway, I'm looking for some advice from some of the season players in the lot. I have something of an odd dilemma...I need help playing the game. I understand all of the game mechanics I know HOW to play I just need help in the manner that I go about it. It basically boils down the fact that I'm a big time micromanager...I always name each individual ship I built; assign it to a fleet and I manage each major engagement very deliberately and carefully...to the point where it takes forever to resolve a medium-sized engagement. |



