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

Demo 1.25

Soumis par Mendel the Indi... le Jeu, 2007-02-08 15:50 Space Empires V General

I just checked in again today and saw a new demo 1.25. Thanks, MM, I appreciate the dedication to keeping your product up-to-date.

Now, I've downloaded amd installed the demo 1.25. Bad news! I'm having some horrific performance issues that I didn't have with the 1.08 demo.

I think you've added some music to the opening. This seems to be causing my processor to overwork itself, not leaving time for other facts, such as updating the mouse pointer. I'm not able to find any controls to disable the music at all, and it takes upwards of 2 minutes to move the mouse pointer over the Quit Game button. I've tried all graphics resolutions and it has the same problem at every level. Quite unplayable with this problem.

Can anyone give me a method to defeat the music to see if that is actually the problem?

‹ Why do some of my ships not have a location in the ships tab? One Last Thing: Help A Soldier & Fellow Geek (not me) ›
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Mod Designer

Re: Demo 1.25

Soumis par Captain Kwok le Jeu, 2007-02-08 15:57

Have you tried putting the video memory to SAFE?

-----

Space Empires Depot | SE:V Balance Mod

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Re: Demo 1.25

Soumis par evilginger le Jeu, 2007-02-08 16:02

if it opens have you tried turning the music off using the settings menu. I apprechiate it will take some time given the slugishness of the mouse but as the game saves those settings it might well help if you then quit and restart. I would also sugest that the graphics are unlikly to be the problem as even on Maximium settings the game is rather graphicaly undemanding. I would also increase windows virtual memory size as some game opperations can spike system useage and require this.

The new demo is a lot more like the current product than 1.08 was and a lot less buggy as well.

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Re: Demo 1.25

Soumis par Mendel the Indi... le Jeu, 2007-02-08 19:00

I managed to get a game started with Safe graphic and shut the music off. Still, some of the windows (Construction Queues, Ship Design) are still almost unplayable and moving the mouse is painfully slow.

1.08 performed much, much better for me; it was just buggy and feature-incomplete. Same system, same drivers, no upgrades on anything. I ran about 40 turns and quit.

Mendel
Logic, my dear, merely enables one to be wrong with great authority

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Image de RobO

Re: Demo 1.25

Soumis par RobO le Sam, 2007-02-10 01:25

Mendel the Indigestible wrote:
I just checked in again today and saw a new demo 1.25. Thanks, MM, I appreciate the dedication to keeping your product up-to-date.
I can't find it on www.malfador.com - perhaps it was taken off?

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Image de Badger

Re: Demo 1.25

Soumis par Badger le Sam, 2007-02-10 01:30

try this one.

http://spaceempires5.com/en-US/node/2391

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Mod Designer

Re: Demo 1.25

Soumis par Phoenix-D le Sam, 2007-02-10 01:47

MM's website is updated so rarely it makes once in a blue moon look common..

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Re: Demo 1.25

Soumis par Mendel the Indi... le Sam, 2007-02-10 19:51

I'm still having the performance problems, and now am beginning to see some other bug issues. This isn't good for a demo.

----------
Bugs/Flaws/Defects:
- Built several Satellite Tender ships and moved them to a planet building lots of satellites. The tender ships had 5 Satellite Bay 1 on a level 5 frigate. I built 5 small satellites per tender ship. The satellites were level 3. Each Tender and could only load 4 satellites. This seems to imply that there's some inequity between satellite size and satellite bay capacity.

- One of these Tender ships was put into Sentry mode on top of the planet waiting for the production to finish. When I selected it again, it did not list any orders, and would not let me assign orders to the ship. It was physically there, but completely inaccessible. I could only select the ship -- all other commands were greyed out, and the keyboard shortcuts would not work.

- A single frigate with a single level 1 weapon (any) can destroy any planet in a single strategic combat turn, regardless of population size. The AI likes to barracade the warp points, but neglects to defend the planets.

- As the single frigate destroys a planet (in strategic mode), the planet health meter moves down, and occasionally 'heals'. The planet's effect will completely show as fully healthy for a few seconds before the colony is destroyed and combat ends.

- A single ship can engage in multiple fights in the same turn, (concievably up to 1 per movement point) without apparent loss of supplies of ordnance.

- A ship with a movement of 14 cannoth catch a ship with movement of 12 in either tactical or strategic mode if the slower ship wishes to avoid combat. The faster ship can have either particle or missle weapons and never get in range.

- Small satellites can retreat from combat, and move around in combat, even though they cannot have engines.

- Ships in a fleet still appear on the 'next ship' list (space bar), and not carry the fleet's orders, especially if the ship is slower (due to design or damage).

----------
Other observations:
- All diplomatic espionage and sabotage activities are available prior to researching the corresponding techs. (Espionage: Empire Wide, Sabotage: Planets & Colonies). The techs do not appear to grant any bonuees or structures/components -- it appears that the tech should enable these activities, but they are automatically activated, even before building any Intelligence centers.

- The AI icon selections are not exclusive. The AI will use an icon identical to the players in some games, but not all. 2 AIs will occasionally use the same icon.

- Ships ordered to 'Repair at Nearest' will move to the planet and repair as expected. If the repairs take longer than 1 turn, the partially repaired ship appears in the 'next ship' sequence, and will not accept a new 'Repair at Nearest' command. It is necessary to move the ship off the planet into space in order to complete the repairs. The 'Repair at Nearest' sequence should completely repair the ship before the ship is returned to the 'Next Ship' queue.

- Strategic combat appears to use the same tactical engine to resolve the combat, just a different interface (with no control). This is probably what is taking some AI turns so long (I'm guessing that the red bar indicates combat). Strategic combat should use some faster resolution method than tactical combat. I suspect that if the tactical timer is never stopped, and both strategic and tactical combat operate at the same speed, the combat session would be nearly identical (given quick and concise targeting instructions).

- Tactical combat targeting is abysmal. The offset interface makes it difficult to select anything smaller than a planet, although this could be related to the mouse performance I am having.

- Tactical combat orders mysteriously end. A ship ordered to move to a spot will stop its movement if the time is stopped. A ship ordered to fire on a planet will fire for awhile, then stop. If re-ordered to fire, it will resume fire for awhile. When the combat ends (with the colony dead), the ship will still have plenty of ordnance.

- The Resupply depots do not appear to function as advertised. They claim to provide 500 supply to every ship in the system at the end of a turn, but an unsupplied ship (moving 1) that is heading for another system/planet will not recieve supply until it docked at that planet, even though there are 1 or occasionally more depots in the system. Ships on 'Sentry' mode on a warp point recieve supplies correctly, but not unsupplied ships returning for home. When checked, the planet with the Resupply depot contains 4000-6000+ supplies on the planet.

----------
I like some of the concepts of this game, but it still just isn't there. The diplomacy and intelligence options are so interesting, but most simply don't work as expected, and the AI always wants to add a crippling restriction on every trade it offers.

If I had to put a grade on the demos, I'd give 1.08 a 65 of 100, and 1.25 a 55 of 100. The performance problems seem to be new and I am seeing more definite bugs in the newer version. If there are things being fixed, they seem to be causing more side-effects than necessary.

Mendel
Logic, my dear, merely enables one to be wrong with great authority

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Mod Designer

Re: Demo 1.25

Soumis par Phoenix-D le Dim, 2007-02-11 13:31

Mendel the Indigestible wrote:
I'm still having the performance problems, and now am beginning to see some other bug issues. This isn't good for a demo.

----------
Bugs/Flaws/Defects:
- Built several Satellite Tender ships and moved them to a planet building lots of satellites. The tender ships had 5 Satellite Bay 1 on a level 5 frigate. I built 5 small satellites per tender ship. The satellites were level 3. Each Tender and could only load 4 satellites. This seems to imply that there's some inequity between satellite size and satellite bay capacity.

Sats go up in size as they level. This, in turn, requires more cargo space. Upgrade your bays to level 3 and you should be good to go.

Quote:
- One of these Tender ships was put into Sentry mode on top of the planet waiting for the production to finish. When I selected it again, it did not list any orders, and would not let me assign orders to the ship. It was physically there, but completely inaccessible. I could only select the ship -- all other commands were greyed out, and the keyboard shortcuts would not work.

Sounds like it got Mothballed, instead..

Quote:
- A single frigate with a single level 1 weapon (any) can destroy any planet in a single strategic combat turn, regardless of population size. The AI likes to barracade the warp points, but neglects to defend the planets.

Bit of a problem, but less so once Weapon Platforms are built..

Quote:
- As the single frigate destroys a planet (in strategic mode), the planet health meter moves down, and occasionally 'heals'. The planet's effect will completely show as fully healthy for a few seconds before the colony is destroyed and combat ends.

Quote:
- A single ship can engage in multiple fights in the same turn, (concievably up to 1 per movement point) without apparent loss of supplies of ordnance.

Right. Ships in combat don't use supply/ord unless they fire. That's intentional. They should be losing supply if they retreat as well, but they aren't at the moment.

Quote:
- A ship with a movement of 14 cannoth catch a ship with movement of 12 in either tactical or strategic mode if the slower ship wishes to avoid combat. The faster ship can have either particle or missle weapons and never get in range.

Turn off retreat or increasing the map size fixes that quite nicely. Not sure if you can do either in the demo.

Quote:
- Small satellites can retreat from combat, and move around in combat, even though they cannot have engines.

Never seen that.

Quote:
- Ships in a fleet still appear on the 'next ship' list (space bar), and not carry the fleet's orders, especially if the ship is slower (due to design or damage).

You can turn this off via Empire Options. The second part is a bug though.

Quote:

----------
Other observations:
- All diplomatic espionage and sabotage activities are available prior to researching the corresponding techs. (Espionage: Empire Wide, Sabotage: Planets & Colonies). The techs do not appear to grant any bonuees or structures/components -- it appears that the tech should enable these activities, but they are automatically activated, even before building any Intelligence centers.

Right. What those techs do is improve the efficencey of the projects, I think.

Quote:

- The AI icon selections are not exclusive. The AI will use an icon identical to the players in some games, but not all. 2 AIs will occasionally use the same icon.

Which demo are you playing? Could have sworn this one got fixed.

Quote:
- Ships ordered to 'Repair at Nearest' will move to the planet and repair as expected. If the repairs take longer than 1 turn, the partially repaired ship appears in the 'next ship' sequence, and will not accept a new 'Repair at Nearest' command. It is necessary to move the ship off the planet into space in order to complete the repairs. The 'Repair at Nearest' sequence should completely repair the ship before the ship is returned to the 'Next Ship' queue.

Just leave the ship there. It'll show up in the next ship button, which is an annoyance, but it WILL get repaired.

Quote:

- Strategic combat appears to use the same tactical engine to resolve the combat, just a different interface (with no control). This is probably what is taking some AI turns so long (I'm guessing that the red bar indicates combat). Strategic combat should use some faster resolution method than tactical combat. I suspect that if the tactical timer is never stopped, and both strategic and tactical combat operate at the same speed, the combat session would be nearly identical (given quick and concise targeting instructions).

Pretty much. It'll be improved a bit in the next patch. The problem is making a quicker mode that has the same results as tactical (SE5 has a bit of a problem with high-speed combat not working correctly)

Quote:

- Tactical combat targeting is abysmal. The offset interface makes it difficult to select anything smaller than a planet, although this could be related to the mouse performance I am having.

I've not seen this.

Quote:

- Tactical combat orders mysteriously end. A ship ordered to move to a spot will stop its movement if the time is stopped. A ship ordered to fire on a planet will fire for awhile, then stop. If re-ordered to fire, it will resume fire for awhile. When the combat ends (with the colony dead), the ship will still have plenty of ordnance.

Or that.

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Re: Demo 1.25

Soumis par javaslinger le Dim, 2007-02-11 14:28

This is not a high CPU draining game. I'm running 1.25 on some old PC's, laptops and desktops, and my performance is fine.... So I believe you may have a PC issue.

I'm impressed you noticed most of your other bugs... I never did....

Anyway, great game and it's a patch or two away for near perfection.... I've only played mods, Balance Mod and IRM, which are a big jump over stock.

So stop nitpicking, buy the damn game, and grab a mod.... So far these mods play totally differently.. It's like getting AT LEAST 3 games (stock, BM, and IRM) for the price of one.

Javaslinger

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Re: Demo 1.25

Soumis par geldonyetich le Dim, 2007-02-11 15:50

Space Empires V has great potential, but you don't have to cherry pick to find some daunting flaws in it. (Including performance issues: Some people have encountered a sound bug that makes launching the game difficult, while I run the game smooth as butter until I hit an explored asteroid system.)

Good to hear the mod community is on the job, but aspects like this make me hesitant to take the plunge even though the demo has its hooks in me.

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