archive |
Upcoming Mod, Now taking requestsSoumis par Dunii1 le Dim, 2008-03-30 23:15 SE:V MODsOk I am preparing to release the first version of my Enhanced Universe Mod (name subject to and likely to change) my friend is working on more content for this mod and his work will be implemented prior to release as well. What follows is a list of what is currently in this mod, it will have much more once it is released. I'm shooting for a release around the middle of next month. Mod Version 1.0 Additions |

Mod_Definition.txt : Allow Main EmpiresSoumis par devnullicus le Lun, 2008-03-31 00:33 SE:V MODsI'm very confused about this particular piece of the SE5 modding setup. If I set "Allow Main Empires" in the mod_definition.txt file to true, then during empire setup, I get duplicates of most empires (I presume because I also have versions in my own mod), but when I start a game with a "high" number of empires, I get 10+ empires created. When I set the stat to "FALSE", I get rid of the duplicate empire flags, etc. during setup, but I can't get the game to create more than 5 or 6 AI empires at that point. In my settings.txt, I've got the following as well, which SHOULD control how many empires are generated on "high" (or so I thought): |
Implement freighters to move core goods around your empire?Soumis par Teddy Bär le Lun, 2008-03-31 04:26 Space Empires V GeneralSadly there is no requirement for or as far as I can see, a way to implement freighters to move core goods around your empire. Instead it just instantly appears in the bank to be used any and everywhere. I am presuming, having only to date played the demo whilst I try and find a copy (discontinued in Oz), that in the standard game that your empire does not need to be connected. That is, if I have a colony that is separated from my main colonies by another race, especially one that I am at war with, I will still get the resources from that colony. I am not looking to micromanage freighters, I would see that they would be either handled directly by the AI and/or semi scripted from a pool. But imagine having to keep your supply lines open and being able to attack my enemies and he your supply lines to cripple an empire. Or even being constrained in your expansion due to raw good supply issues. |
Being able to just colonise planets with incompatible atmosphereSoumis par Teddy Bär le Lun, 2008-03-31 04:54 Space Empires V GeneralDo any of the mods make the ability to colonise planets with incompatible atmosphere…. A. A research item that takes a long time to attain With it being so easy to able to colonise any planet made of say rock on the cheap and immediately takes away a lot of the critical exploration and the luck of the draw to build a successful empire. |
UI Lag, any possible ways to alleviate it?Soumis par Natas Dog le Lun, 2008-03-31 09:06 Space Empires V GeneralI recently picked up this game after hearing about it from a friend. While the gameplay is interesting, I'm having a hard time getting used to the UI window lag; specifically with the Log, Construction, Colonies, and Planets windows. Colonies is so bad I don't even bother opening it anymore. The others are pretty much impossible to live without, so I just deal with the 10-20 seconds of waiting every time I open a window. I have a few questions regarding this: Are there any UI mods out there that have managed to overcome this lag? What's happening every time I open these windows that takes so ungodly long to open them? I'm assuming it's querying every planet in the game every time I open one of these windows, because I can't fathom how my 3Ghz dual core with 4Gb of RAM is having a hard time with them. |

Asteroids layouts : data missing / irrelevantSoumis par Herode le Lun, 2008-03-31 09:28 Bug ReportsHi gentlemen, I was trying to find some interesring asteroids for my miners. I went to the planet display and asked for the asteroids filter + "values" layout. Unfortunately, the 3 "value" colums are empty, hence useless. Same thing for most other layouts. Moreover, you can choose some layouts that are absolutely irrelevant for asteroids fields (owmner, stats about colonies and so on...) » Vous devez vous identifier ou créer un compte pour écrire des commentaires |

DevnullMod 1.71.1 Released! Now with updated AI!Soumis par devnullicus le Lun, 2008-03-31 11:57 SE:V MODsI finally got around to digging into the mysteries of the AI scripts and have updated the AI in DevnullMod to use it's tech tree. To give credit where credit is due, I started with the Balance Mod 1.14 AI scripts and simply changed the research and setup scripts to match the tech tree and racial pick costs for this mod - the rest of the AI is all Captain Kwok's. With the new changes, however, the AI empires in DevnullMod are performing much more up to par. On high bonus settings, the current game I'm playing has the AI empires in some cases greatly outstripping me in research and in all cases at least keeping up, and they are now expanding somewhat better. Some of them have almost half the planets I do, which for an SE 5 AI is pretty good! |



