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Upcoming Mod, Now taking requests

Soumis par Dunii1 le Dim, 2008-03-30 23:15 SE:V MODs

Ok 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
Ablative Armor
Tactical Computer
Temporal Engines
Worldship and all Worldship components
Pirate Government Type
Pirate Society Type
Biotech Racial Trait (grants access to Biological Enhancement Tech Tree)

» en lire plus | 5 commentaires
Image de devnullicus

Mod_Definition.txt : Allow Main Empires

Soumis par devnullicus le Lun, 2008-03-31 00:33 SE:V MODs

I'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):

» en lire plus | 3 commentaires

Implement freighters to move core goods around your empire?

Soumis par Teddy Bär le Lun, 2008-03-31 04:26 Space Empires V General

Sadly 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.

» en lire plus | 2 commentaires

Being able to just colonise planets with incompatible atmosphere

Soumis par Teddy Bär le Lun, 2008-03-31 04:54 Space Empires V General

Do any of the mods make the ability to colonise planets with incompatible atmosphere….

A. A research item that takes a long time to attain
B. A more expensive proposition
C. A very low population amount

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.

» 7 commentaires

UI Lag, any possible ways to alleviate it?

Soumis par Natas Dog le Lun, 2008-03-31 09:06 Space Empires V General

I 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.

» en lire plus | 21 commentaires
Image de Herode

Asteroids layouts : data missing / irrelevant

Soumis par Herode le Lun, 2008-03-31 09:28 Bug Reports

Hi 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...)

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DevnullMod 1.71.1 Released! Now with updated AI!

Soumis par devnullicus le Lun, 2008-03-31 11:57 SE:V MODs

I 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!

» en lire plus | 13 commentaires

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Contenu populaire

Aujourd'hui :

  • clonies
  • Space Empires V 1.71
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  • Explosive expansion start for the AI - Suggestions appreciated.
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Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • 1.17 Bugs and Issues
  • Disabled ships
  • Questions on Patch 1.66
  • Spawning Sphereworlds and Ringworlds
  • Replacement player for Balanced Chaos
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