Space Empires V : Tips and Tricks. |

The scroll over text for the Upgrade button states that a design using a name such as "Attack Ship Mk I" will be upgraded with the name of "Attack Ship Mk II". I tried this and it works as it says. Cool!
*You can even use your own names and you don't even need the "Mk"; just a space and the "I" after your design name. Yes!*
Toggle that option?
I would actually like to have the option to switch that function off, or better yet, be able to customize it. For as long as I can remember, I have mostly been using letters to designate sequential versions of ships, and would usually keep one class name per tonnage and purpose.
(Example: I'd have a new attack cruiser design, Intrepid A, which would eventually upgrade to Intrepid B, C, D and so on as new technology becomes available. In more recent games, I've used A1, A2, A3, and the like for minor updates.)
SEV now slaps on that incremented I each time I make an upgrade... And you have to do a few more clicks to change a class name in SEV than SEIV.
What do you think?

Ion Engine Vs. Contra Engine Trick
Because you have to get to lvl 5 in the Ion engine to get lvl 1 Contra engine, the Ion engine is a better engine to use. It is cheaper to buy and it stores more supplies. The only difference is that the Contra engine gives you a +1 movement bonus. All I do is replace one of my Ion lvl 5 engines with a Contra to get the bonus movement point.
i thought that was only
i thought that was only supposed to give you a bonus movement if you had all engines that were the same kind

Engine Test

In SE4 you had to have all
In SE4 you had to have all engines of the same type to get the bonus, so it is likely this is a bug (and likely it will be fixed for release / the first patch)
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I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

I've noticed that when you
I've noticed that when you have one Quantum Engine and add a err.. those other engines that are not Ion, then this will not give you any more movement points. I guess it should have been this way for Ion engines, too, and it's just a bug.
Planet Rally points
There are scattered references to setting rally points for newly produced ships. Anybody know how to do this, or is it unimplemented?
SirKid wrote:Because you
Tried with both 1.13 and 1.17. Doesn't work. Unless I read the number wrong.

The enging thing was fixed
The enging thing was fixed in one of the patches.
crward - Regarding Rally
crward - Regarding Rally Points for new ships:
1) Define a rally point by selecting a sector and hitting Ctrl+"number".
2) As part of cycling your ships without orders with the space key, you bump into a recently completed ship.
3) You hit "number" and the ship sets off there.
I imagine you already know this one; I know no better method. SEIV had a "Set rally point" button within the planet construction screen, which unless I'm missing something is not yet implemented in SEV.
An alternative would be to allow planets to accept orders (including order lists) which remain until cleared and are inhereted by ships built there. That's fairly common in the RTS genre but would work well here too.
Sending newly built ships to waypoints
You can also get construction queues to automatically send ships to waypoints - set a waypoint, go to a planet's queue options (where the repeat build, emergency build, etc is), scroll down to automatic move to, and you can choose between "none" and any waypoints you've set.




Yup! it does work. I don't
Yup! it does work.
I don't tend to rename a ship class for a minor upgrade. I only rename classes if it's a tech adavance worthy of a new class. In SEIV, I would name it DD Destroyername then the follow ons as MKI, MKII and so on..
SEV does it for you
it's the small things that do it for me sometimes
lol!