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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

My new mod concept.

Soumis par Fallen Haven le Dim, 2006-12-10 16:33 SE:V MODs

Well, my previous attempt to mod SE5 did not turn out as i wanted. But i've found a better concept that should go along how this game works better. Still have to find a suitable name for this mod.

My features :

-More weapons with tactical advantages and disadvantage (range, fire rate, supply and ammos use, accuracy, damage fall off).

-Heavy and light version of most weapons. The heavy one are optimal for ship to ship combat, but cannot engage units. The light one are all purpose, capable of engaging units and ship, but not bomb planets. Units also have the same heavy and light weapons, heavy against ships, light against other units.

-Several type of missile and torps.

-Each weapon type need to be researched individually before they can be used (expensive). This make choosing wich types of weapons to use in early game important and give some flavor to each race. Some will start with requirments for some weapons and not some other, not everyone has access to the same things early game.

-Armor and shields works differently. They don't protect the same way. Once they are down to less than 50%, some damage can carry on and hurt the next layer. All armor can negate some damage (emissive now Heavy Armor) and the protection stack (so heavily armored ships are difficult to damage with light weapons until their armor is weakened).

-Planet facilities have different tonnage (some tactical considerations in mind).

-Working on the AI to make use of the new features.

-Weapon damage upgrade have been tweaked so it's scalled with the weapons. Low damage weapons don't increase as fast as the big ones, but light ones gain fire rate (no mounts for them though). Mounts affect accuracy and range. Larger weapons have a harder time hitting smaller targets.

‹ Inter-Related tactical conversion alpha release. AI not colonizing/expanding ›
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Sounds Fun

Soumis par Rilbur le Dim, 2006-12-10 17:00

That sounds like fun, I'm looking forward to seing your... Tactical mod? Tactics mod? ... in action.
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Tactical mod...

Soumis par Fallen Haven le Dim, 2006-12-10 17:38

Hum... Interesting, i guess i can call it that Smiling.

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Mod Designer

Cool! Comments on your

Soumis par ekolis le Lun, 2006-12-11 12:55

Cool! Laughing out loud

Comments on your points:

-More weapons with tactical advantages and disadvantage (range, fire rate, supply and ammos use, accuracy, damage fall off).

Yay! Smiling

-Heavy and light version of most weapons. The heavy one are optimal for ship to ship combat, but cannot engage units. The light one are all purpose, capable of engaging units and ship, but not bomb planets. Units also have the same heavy and light weapons, heavy against ships, light against other units.

Sounds a bit like MOO2 - except in MOO2 there were 3 types of weapons: heavy, regular, and point-defense. Heavy weapons targeted ships and planets (don't remember if they could target fighters or not), were larger (either double or 50% more) and did lots of damage (either double or 50% more). Regular weapons targeted ships, planets, fighters, and missiles, but weren't really specialized at anything. Point-defense weapons were smaller and did half damage; they could target anything, like regular weapons, but had an accuracy bonus and fired automatically at "range zero" at fighters and missiles (though they could also be fired sooner if you took manual control of them). I know you can't have two sets of range calculations for PD weapons (one for manual fire, the other for autofire) in SE5, but I thought I'd mention it anyway... Oh, and there were bombs... bombs targeted only planets, UNLESS they were mounted on a medium or heavy fighter (light fighters were not big enough to carry them and could only carry non-autofiring versions of PD weapons); fighter-mounted bombs could target ships, and they did TONS of damage just like ship-mounted bombs Laughing out loud

-Several type of missile and torps.

Hopefully not all accessbile by researching level 1 of Torpedoes like in stock Eye-wink

-Each weapon type need to be researched individually before they can be used (expensive). This make choosing wich types of weapons to use in early game important and give some flavor to each race. Some will start with requirments for some weapons and not some other, not everyone has access to the same things early game.

Ooh, interesting... so you spend your initial research points on your choice of weapons, but you're not limited to those, it just takes extra time to adapt... I assume you mean like maybe 200,000 RP for a theoretical "Antimatter Beams" tech which unlocks the 10,000 RP weapon tech of "Anti-Proton Beam"?

-Armor and shields works differently. They don't protect the same way. Once they are down to less than 50%, some damage can carry on and hurt the next layer. All armor can negate some damage (emissive now Heavy Armor) and the protection stack (so heavily armored ships are difficult to damage with light weapons until their armor is weakened).

Not sure how you're going to accomplish that 50% thing or make emissive armor stack...

-Planet facilities have different tonnage (some tactical considerations in mind).

Smiling

-Working on the AI to make use of the new features.

-Weapon damage upgrade have been tweaked so it's scalled with the weapons. Low damage weapons don't increase as fast as the big ones, but light ones gain fire rate (no mounts for them though). Mounts affect accuracy and range. Larger weapons have a harder time hitting smaller targets.

Interesting...

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Glad you like :)

Soumis par Fallen Haven le Lun, 2006-12-11 16:49

ekolis wrote:
Cool! Laughing out loud

Comments on your points:

Sounds a bit like MOO2 - except in MOO2 there were 3 types of weapons: heavy, regular, and point-defense. Heavy weapons targeted ships and planets (don't remember if they could target fighters or not), were larger (either double or 50% more) and did lots of damage (either double or 50% more). Regular weapons targeted ships, planets, fighters, and missiles, but weren't really specialized at anything. Point-defense weapons were smaller and did half damage; they could target anything, like regular weapons, but had an accuracy bonus and fired automatically at "range zero" at fighters and missiles (though they could also be fired sooner if you took manual control of them). I know you can't have two sets of range calculations for PD weapons (one for manual fire, the other for autofire) in SE5, but I thought I'd mention it anyway... Oh, and there were bombs... bombs targeted only planets, UNLESS they were mounted on a medium or heavy fighter (light fighters were not big enough to carry them and could only carry non-autofiring versions of PD weapons); fighter-mounted bombs could target ships, and they did TONS of damage just like ship-mounted bombs Laughing out loud

One reason why i created light weapons was to engage fighters and satellites. The change i made to weapons made units far to easy to kill with standard weapons, i needed something less powerful to attack them. Alternatively, the change to the armors made the PD weapons less effective against units, an heavy fighter with heavy armor can take a lot of PD fire. The light weapons just fill the gap.

Quote:
Hopefully not all accessbile by researching level 1 of Torpedoes like in stock Eye-wink

Yes, that's what i had in mind. You have to research torpedo technology first, then each type of torps have their own tech requirements (nuclear, fusion, plasma, anti-matter, quantum...). But each has their set of advantages and disadvantage. For exemple nukes are the least powerful, put cause radiation damage to planets as well as deadly to the crews of ships. Fusion and plasma are more damaging, but don't have secondary effects. Anti-matter is deadly as well as radiations heavy...

Quote:
Ooh, interesting... so you spend your initial research points on your choice of weapons, but you're not limited to those, it just takes extra time to adapt... I assume you mean like maybe 200,000 RP for a theoretical "Antimatter Beams" tech which unlocks the 10,000 RP weapon tech of "Anti-Proton Beam"?

Well, there is a limit on how complicated i can make it. Now for anti-matter beams, you need energy stream technology and anti-matter technology, then leveling up in energy stream weapons level up your anti-proton beam. Technology tech are one level, expensive tech, but once researched, they unlock related devices. Some have several requirments to meet so it may take a while before they appear in ship design screen Smiling.

Quote:
Not sure how you're going to accomplish that 50% thing or make emissive armor stack...

This mean ships internals can take some damage while there are still armor and shields, but only a fraction of what they would have taken if they were gone (this simulate fractures and holes in shields and armor plating as they get weaker). This increase the likelyness a ship survive the battle, but also make it easier to capture them if you are winning. Also weapons that deplete shields and armor are more useful since normal weapons are not that good at getting rid of them. I'm also considering structural upgrade component that would boost hit points of internal components (need to experiment with this first). Theses changes make special weapons more useful later in game, even with the damage weapons can do.

Notice though that low level weapons are already potent, a standard cannon does 80 kts of damage, it's light version about 30 and PD cannons around 15. Missiles are more damaging, a nuclear missile does about 160-180 kts (missiles are deadly, but they drain supply and ammos quite fast). In late game, each weapons will be about 6 times more powerful, some get higher fire rate or accuracy. But for ballance, the more powerful weapons have some drawbacks to them, like slower rate of fire, use more supplies and/or ammos, upgrade at a slower rate (it a given, higer tech devices take more research to level up) or easier to damage (mean they get destroyed more easily when the ship take damage, but still have to work on this).

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Sounds Interesting

Soumis par evilginger le Lun, 2006-12-11 17:01

Keeping an eye on this one sounds interesting

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Image de ekolis
Mod Designer

Quote:Now for anti-matter

Soumis par ekolis le Mar, 2006-12-12 13:18

Quote:
Now for anti-matter beams, you need energy stream technology and anti-matter technology, then leveling up in energy stream weapons level up your anti-proton beam. Technology tech are one level, expensive tech, but once researched, they unlock related devices. Some have several requirments to meet so it may take a while before they appear in ship design screen

Interesting... that sounds a lot like the planned but abandoned tech tree for Suicide Junkie's Gritty Economics mod for SE4! (SJ eventually gave up on that because SE4 supported only 65K components or so, and he wanted to have more weapons than that! So GritEcon now has one level per weapon Sticking out tongue)

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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One thing I would like to

Soumis par cordas le Mar, 2006-12-12 18:26

One thing I would like to see added is a self defence weapon system for weapon platforms. If you manage to land troops on a planet with Weapons Platforms they just sit there like lemons waiting to be pupled.

OK I understand that they are primarily huge weapons systems that are meant to protect the planet from space attack, but they should be able to fire on troops as well, even if its with a hugely reduced rate of fire / accuracy or damage.

Personally I would say they fire at 0.2x the rate of fire (a 2 second rate of fire becomes 10 seconds) doing full damage. Similar to when the Germans used their 88mm anti aircraft guns against tanks in France because they had nothing else, they also used the same guns as anti-infantry in desperation or out of sheer boredom and the availability of a target (many soldiers have done this out of desperation or boredom).

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eh.

Soumis par Fallen Haven le Mar, 2006-12-12 20:28

cordas wrote:
Personally I would say they fire at 0.2x the rate of fire (a 2 second rate of fire becomes 10 seconds) doing full damage. Similar to when the Germans used their 88mm anti aircraft guns against tanks in France because they had nothing else, they also used the same guns as anti-infantry in desperation or out of sheer boredom and the availability of a target (many soldiers have done this out of desperation or boredom).

I can also add that the Germans also found out that the larger flak cannons were also quite effective as anti-tank weapons. In fact they were more powerful than their dedicated anti-tank weapons. Needless to say, they soon converted flak guns into tank's cannons...

Once i'm done converting and adding weapons to the game, i plan to put some thoughts into the ground combat. For sure it's quite dull right now...

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Update.

Soumis par Fallen Haven le Jeu, 2006-12-14 10:16

The mod is going well. I've found a way to increase structure hit points along with armor level (the device can be of any level, it doesn't matter). Of course i initally wanted to tie it with another component (like a structural upgrade component) but i did not find a way to make it work. But at least the structure of the ship will be on par with the armor level (of course, the structure of the ship is never as sturdy as the armor that protect it).

I'm almost done implementing all the weapons. Some effects were missing though, i had to add them. Not sure about the sound they have though, might want to change them (most likely in the next version, it is taking long enough already). Fighter and troop weapons are still to make, but they will be scalled down version of the ship ones. I don't think i will give them the special weapons, might make them way too deadly... Oh yeah, fighters and troops have their own set of weapons (same look, but different stats).

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Update.

Soumis par Fallen Haven le Sam, 2006-12-16 18:30

Most of the weapon code is done, just need to ballance it so more expensive weapons are actually more potent than the cheaper ones (i don't want expensive weapons no one would use). I like looking at my ships duking it out, and combat is just as fun even at level 100 Smiling. It's quite a sight looking at ship that shoot missiles and torps, only to see the target ships trying fanatically to shoot them all down (some still getting through) with big ships shooting their humongous guns at long range and smaller ships zipping around in between. Large battles are a sight to behold, with tons of crippled ships waiting either to be boarded of finished off.

I also upgraded bases, their missiles have longer range (they can mount their missiles) and their guns are more deadly and ranged than the ships ones. Space stations are very deadly, what they lack in mobility they more than make it in armor, shields and firepower, they are very difficult to kill. I expect assaulting fortified flanets to be a real pain Sticking out tongue.

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yaaboo sucks subject field thou shalt get nothing from me!

Soumis par cordas le Sam, 2006-12-16 18:42

Fallen Haven wrote:
I expect assaulting fortified flanets to be a real pain Sticking out tongue.

Sounds cool, any clue as too a release date? Or you gonna wait and see what the new patch does 1st?

Oh and I avoid fortified flanets when ever I come across em..... Eye-wink

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Hard to say...

Soumis par Fallen Haven le Dim, 2006-12-17 07:40

I have a lot of stuff done, but i still have a lot to do, the next patch may come out before i'm done with a playable version. So far most of the weapons are up and running, but haven't touched the troop ones yet (still ballancing fighter weapons). I'm also cleaning the code, replacing many formulas with my own that require less calculations from my part when i change them (also found that they are friendlier to the game, they fix a lot of glitches and UI problems).

What's left to do is finish the weapons, finish the formulas upgrade and start fiddling with the AI. For the AI i will probably base my work of Maran's AI, he has a lot of ground work done and may speed up the process. I might also take a look at the ground combat mod to see if there is something that could work for my mod. I might also consider getting some helpers and testers, i don't think i can find all the bugs myself and some ideas and comments could help...

Cordas, you will have lot of fun assaulting planets once i'm done, a fully developped planet won't go down easily. I'm currently fixing how much damage the population can take, i want them to last at least as long as the planet defense and structure (both can take quite a beating) and make it so that population killing tools like neutron bombs and plagues are actually useful. I want planet siege to last more than a round if possible, making taking out an homeworld an epic battle Smiling.

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fughing subject fields, whenever i turn my back you stab it

Soumis par cordas le Dim, 2006-12-17 09:06

Fallen Haven wrote:
I might also consider getting some helpers and testers, i don't think i can find all the bugs myself and some ideas and comments could help...

I am willing to help test and give feedback, wouldn't know coding from toffee thou.

Quote:
Cordas, you will have lot of fun assaulting planets once i'm done, a fully developped planet won't go down easily. I'm currently fixing how much damage the population can take, i want them to last at least as long as the planet defense and structure (both can take quite a beating) and make it so that population killing tools like neutron bombs and plagues are actually useful. I want planet siege to last more than a round if possible, making taking out an homeworld an epic battle Smiling.

Sounds good to me, I have taken to "cheating" in my games, before I goto war (about a year) I log in as the AI and build it the best troops/ fighters/ WPs I can given its tech (I tend to make AI races sign 2 lvl old tech sharing treaties with each other to help them out a bit), then I send every planet off on a 3-6 turn building spree with a mix of the above units to give them some defences.

One thing that needs fixing in the game is that the AI doesn't use medical ships to cure to plauge as far as I can see, it also doesn't build medical centers, this might be an issue with making people use plauge as a weapon.

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Sounds good

Soumis par Jaxem le Dim, 2006-12-17 10:07

I too am interested and willing to help test. Also, i have made a few weapons of my own if you would like to check them out. i'm still balancing them in the standard version, but if you want to use them i have no problem with that. let me know.

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Missile Mounts

Soumis par Rilbur le Dim, 2006-12-17 12:05

Do missile mounts actually work in SEV? Thats one of the oddities that always ticked me off about SEIV (They'd adjust teh range at which the misile would fire, and the supply cost, but couldn't change actual damage or range) Laughing out loud
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missile mounts

Soumis par evilginger le Dim, 2006-12-17 13:21

Missile mounts don’t exist at all in SEV as mounts only work for direct fire weapons

I would be more than happy to help test stuff as though I can code I think I am a lot better as a beta tester than as a programmer.

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Thanks guys :)

Soumis par Fallen Haven le Dim, 2006-12-17 13:54

I will work another day on the mod trying to get most features to work and get a basic AI running so you will have something to play with. Hopefully you will at least be able to simulations and see the big battles at work Smiling.

Adding missile mounts to SEV is real easy, just clone one of the entry then change "Direct Fire" to "Seeker". Every weapons that seek it's target will then be upgradeable.

As for new weapons, i have plenty of weapons ideas but i'm running out of component pictures for them (I'm already reusing many of them, all fighter weapons are mini-version of the ships ones). If there is any pictures out there i can use to add even more weapons, i would gladly add more of them. Of course this may make real long component list and even more stuff to test against each others to see if they have a fighting chance...

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quoting

Soumis par cordas le Dim, 2006-12-17 19:25

Fallen Haven wrote:
Adding missile mounts to SEV is real easy, just clone one of the entry then change "Direct Fire" to "Seeker". Every weapons that seek it's target will then be upgradeable.

You are aware that that will mkae bomblets use the missle mount as well Smiling

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Yep

Soumis par Fallen Haven le Lun, 2006-12-18 07:31

cordas wrote:

You are aware that that will mkae bomblets use the missle mount as well :)

Yep, i know, but i don't mind, it's not game breaking.

I've worked all night on my mod, but i haven't made progress. Fixed quite a few bugs but also wasted a lot of time trying to make shields regeneration stack and making the shield regenerator work (seem the bug is hardcoded). I haven't started modding the ground units yet and i'm not done with the fighter ones Sad. I guess i spend a bit too much time watching battles Sticking out tongue. Anyway, later today i will release a beta for people who want to see what i did and have an idea of what it will be like. While it's not playable, you can have fun with the space combat simulations (at least that part work well).

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Cool, once its up i will

Soumis par cordas le Lun, 2006-12-18 11:32

Cool, once its up i will have a look at it Smiling

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Mod Designer

Missile mounts still don't

Soumis par ekolis le Mar, 2006-12-19 13:14

Missile mounts still don't work? Sad Darn, I was planning on using them in my mod - I kinda borrowed from Carrier Battles for SE4 with my mount system - I have 9mm, 20mm, 45mm, 60mm, and 80mm weapon bore mounts which were supposed to apply to both guns and missiles. I guess it doesn't really make sense, though, as with guns, damage is roughly proportional to the square of the bore, while with missiles, it is roughly proportional to the cube...
Maybe what I'll do is steal from Suicide Junkie again and use his ammo-refinement techs for the missiles... or maybe just replace missiles with custom units based off of stock drones! Laughing out loud
I could even have the different sizes of missiles launchable only by specific missile launchers by giving each its own unit type! Then within each size you could choose a length which also affects the tonnage of the missile (and its engines-per-move rating), so for instance you might have light, standard, and heavy missiles, crossed by long, medium and short missiles, for 9 missile types, onto which you could install your propulsion systems and ECM and armor and warheads... Laughing out loud

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Drones as Missiles

Soumis par Rilbur le Mar, 2006-12-19 13:16

I love the drones as missiles option, however there is a slight option with giving them ranges -- combat movement doesn't use supplies, so they have infinite range by default, and I haven't (yet) figured out how to fix this.
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Update.

Soumis par Fallen Haven le Mar, 2006-12-19 14:06

I'm about to release a new version, but i found a nasty bug i don't understand. When bombarding planets, population takes damage but it takes a while before platform themselves start getting damaged, often long after the population has been erradicated. Not sure but i think something else is taking damage in their place, just don't know what. Also i wanted my nuclear bombs to do radiation damage to planet, but it just does too much, a single bomb can turn a planet from pleasant to deadly...

And missile (seeker) mounts works, they just need level 7 before they appear.

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Mod Designer

Hmm, yeah, you would be able

Soumis par ekolis le Mar, 2006-12-19 15:54

Hmm, yeah, you would be able to launch a missile at someone on the complete opposite side of the combat map... I guess that's not particularly unrealistic, though... it would also have the effect that missiles whose targets are destroyed before they hit will automatically re-target, if I understand the way drones work correctly! Eye-wink

Missile mounts work? Have you tested them in combat? Because the problem with them in SE4 was that they SEEMED to work until you actually got hit with a mounted missile - then it wouldn't do the stated damage with the mount, only the unmounted damage Sad

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hum...

Soumis par Fallen Haven le Mar, 2006-12-19 15:58

ekolis wrote:
Missile mounts work? Have you tested them in combat? Because the problem with them in SE4 was that they SEEMED to work until you actually got hit with a mounted missile - then it wouldn't do the stated damage with the mount, only the unmounted damage Sad

Haven't tested that yet, but they do get the extra range, that's already better than nothing.

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Before i go to work...

Soumis par Fallen Haven le Mar, 2006-12-19 17:04

Here a new alpha to try. Added a few weapons for the fighters, improved the code a bit, fixed a few bugs.

Here : http://www.rogepost.com/n/7744225819

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