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Accueil » news » forums » Space Empires V » Space Empires V General

Temporary solutions and tips...

Image de Londo Molari
Soumis par Londo Molari le Ven, 2006-11-17 14:09 Space Empires V General

I love SE5, wanna help newcommers and give/receive some advises for a better game experience.

***About mods
You can grab a few mods to improve the game in many aspects, i'm personaly using the Balance mod and the small flag mod

but i'd like to know what game settings/mods others players are using and some feedbacks...
Balance mod: http://www.captainkwok.net/balancemod.php
other mods: http://www.shrapnelcommunity.com/threads/postlist.php?Board=sevsm
SE5 editor: http://www.devnullsoftware.com/se5/

***Bugs workaround
I'd like to centralise some tips i've found ingame/on forums

*Temporary Turn processing speed up solution... (thx to msnevil and cpt Kwok)
- In Data folder under settings, Set Game Time Rate modifier to 8.0.
This makes everything in the game go 8 x's faster. (ie combat speed, planet speed, ship speed, etc.) Combat Via Ai should move at 8x speed. (ie Maximum speed in combat screen. Note set combat speed to 1\2 during combat. Or it will go 8x's fast for you as well.) The number can be set lower for slower computer's.
- Space Combat Maximum Time should be decreased to 120/180 seconds
- Don't use huge number of systems/AI

*Endless combat bug (thx captain Kwok)
In settings.txt: Space Combat Map Radius sould be set to 1500/2000 or maybe higher (did someone gave it a try?), you sould also try to attack from "6/12 hours" on space map.

***For a better AI
*Use the Balance mod and hard AI with med/high bonus
*Question-> In game setup:"Players can see all sectors of any system they are currently in" might help the AI with fog of war? I don't like the idea but it could help...(any reports?)
*In game setup: team mode (all AI work together) for a SE.TotalWar Eye-wink

***Modding suggestions
*More interresting engines
I Added +125 base supply storage for each engine tech above ion (contra 625sup, jacked 750sup, quantum 875sup) but a small sup generation should also be ok...

*Better Colony sensors to ovoid a lots of sat. micromanagement
In settings.txt: you can set "Base Sight Range Colony" to 3 or better
In Facilities.txt: give some Facilities "Tachyon Sensors" abilities(for example)

*Better Resource Storage
In Facilities.txt: i changed Resource Storage formula from "20000 + (([%Level%] - 1) * 1000)" to "20000 + (([%Level%] - 1) * 5000)"

Of course, any help/comment is welcome especially for a better AI (and sorry for my english Sticking out tongue)

‹ Yet another demo bug Really Weird Occurence ›
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Image de thedude

more

Soumis par thedude le Ven, 2006-11-17 19:30

thanks for the suggestions! here are some of mine

1) disable Intelligence Projects until next patch (at least) when playing against AI
-many report problems when intel projects (or rioting populations) cause a planet to revolt

2) use tactical combat instead of strategic combat
-i crash a lot using strategic combat for some reason...

3) when moving ships through systems with an enemy presence, control the ships manually each turn if you are not using simultaneous movement (until next patch is released which fixes the problem).
-if you're careful you can avoid the multiple combat sessions 99% of the time

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