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

A newbie's bloggish post with opinions.

Soumis par The Khan le Sam, 2008-07-19 09:25 Space Empires V General

This game is amazing, as it simply stuns a newcomer with an insane mathematical analysis of the gameplay universe. Almost everything is custom made by player, with no feelings of "deus ex machina" way of development.

Also, building a Dyson Sphere is incredibly stimulating. With a complete, full star as a source of power, a huge sphere world is beyond normal adjectives of beauty.

Now my pro's and con's

Pro's:

*Lots of technology,
*solar system manipulation,
*incredibly detailed way of making an empire
*manipulating planets
*Insane combat details
*Diversity of everything bordering insanity
*Exotic technologies REALLY making a difference except temporis and psychic
*Ring and sphere worlds
*UI being able to manage a huge empire by a few well placed clicks.

Con's:

*Psychic Technology is useless, with no access to happiness inducing buildings, and fleet/ship training fac's and sensors are already easily reachable by conventional techs
*Temporal tech? Urban Pacification centers and spending all the fancy tech points for a better space yard solves the trick.
*Emotionless trait is worthless, happiness is easy. Build some well improved Organic buildings or Urban pacification centers and everyone has orgies 24/7. Not that I mind...
*Actually EVERY trait except Ancient Race,Exotic Techs and hardy industrialists is far too worthless to make a difference except rushes in tiny maps.
*Ship design need not be point by point. I believe Master of Orion 2 has a better design interface. If a ship must be 350 kt, placing all the components in squares are only tempered with an autocomplete button, even this is silly. Displaying a numeric limit for inner-outer-hull and tonnage in general would be niftier. Or wait, does the exact location matter in actual combat?!
*Upgrading Ships in space with newer components must be easier Sad Perhaps an upgrade facility? Must I design every time? I'm an Emperor, I have better things to do!

‹ Racial traits "Space Yard Modifier": not working? so is the game finished already? ›
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Re: A newbie's bloggish post with opinions.

Soumis par BlueTemplar le Sam, 2008-07-19 09:41

- Psychic and Temporal races still have some very specific weapons.
- Some racial traits might seem like small changes only, but often the effects add up. For instance Advanced Power Conservation in combination with fighters and Anti-Proton beams gives you an assaut craft that can fire indefinetely!
- The location of components, except armor, determines which components will be damaged first.
- Did you try the Upgrade and Upgrade Queues buttons in the Design screen?

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Mod Designer

Re: A newbie's bloggish post with opinions.

Soumis par Fyron le Sam, 2008-07-19 13:21

You should probably look into the Balance Mod, as it fixes lots of stock data file shortcomings..

The Khan wrote:
*Psychic Technology is useless, with no access to happiness inducing buildings, and fleet/ship training fac's and sensors are already easily reachable by conventional techs
The training facilities train everything in the system, as opposed to just in the sector. This makes them quite handy for getting your ships trained as they are moving from the yards to the front lines, saving valuable time.

The sensors are kind of useless, though they can save on some research by virtue of becoming available as you research more useful psychic techs.

Plus there are lots of awesome psychic and temporal weapons... Allegiance Subverters? Time Distortion Bursts? Temporal Shifters?

Quote:
*Actually EVERY trait except Ancient Race,Exotic Techs and hardy industrialists is far too worthless to make a difference except rushes in tiny maps.
The more you play (especially multiplayer), the more you will realize more of the traits have their uses.

Quote:
Or wait, does the exact location matter in actual combat?!
Damage to inner/outer hull is semi-directional (it is done via fourths or eighths of the ship, I forget). Armor is first placed, first damaged. The hassles of the slot layout are hardly worth it though, compared to the ease of ship design in SE3/4..

Quote:
*Upgrading Ships in space with newer components must be easier Sad Perhaps an upgrade facility? Must I design every time? I'm an Emperor, I have better things to do!
Pushing the "upgrade design" button in the ship designs screen couldn't be easier, for creating a copy of the design with the new techs.


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Re: A newbie's bloggish post with opinions.

Soumis par greywolf le Lun, 2008-07-21 04:50

This "I'm an Emperor, I have better things to do!" attitude is a feeling I constantly get when playing SE5. I know there are ministers, but I don't really know how good these guys are and what exactly they are doing, especially when you combine several of them (area of responsibility, scope of control, overlaps, etc).
Is there a useful introduction to ministers - viewed from an Emperor's viewpoint?

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