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Home » news » forums » Space Empires V » Space Empires V FAQs

Can't create a warp point in 1.20 with BM1.01

Submitted by glockgemini on Fri, 2006-12-22 10:08. Space Empires V FAQs

I started a full tech game with no warp points. I just got through building a ship with a warp point opener and it won't do its job. I click on Stellar Manipulation, then Open new warp point and it just goes back to the main system screen. It didn't have full movement point so I went to the next turn but still nothing. I'm trying to open it in a hex with a planet. Is that a problem?

Also, I don't see any other star systems on the main map even though there are 30+ on my small map. There are 16 other races so they have to be somewhere. It could be a very lonely game.

‹ How do you scrap existing facilities? Freighter Use ›
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Captain Kwok's picture
Mod Designer

WP Opening

Submitted by Captain Kwok on Fri, 2006-12-22 10:19.

The AI doesn't use WP openers anyways, so it was going to be a lonely game from the start.

What was the distance for the WP opener component? Was it sufficient to reach the next system? Did you have enough supplies?

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Can't see

Submitted by Phoenix-D on Fri, 2006-12-22 11:45.

Its a SEV problem. If you can't see the target system, you can't open a WP to it. Since with default sight rules you can't see ANY system other than the one you start in..going to be a lonely game. Sticking out tongue

Make sure to check the "has seen all systems" box when playing a no warp game.

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Not in a stock game

Submitted by Cosmic Marvel on Fri, 2006-12-22 12:33.

Phoenix-D wrote:
Its a SEV problem. If you can't see the target system, you can't open a WP to it. Since with default sight rules you can't see ANY system other than the one you start in..going to be a lonely game. Sticking out tongue

Make sure to check the "has seen all systems" box when playing a no warp game.

Sorry, but that information is plain incorrect if you are playing a stock game (I have no idea about the Mods).

I've played two games now with no warp points and have NOT changed the sight rules. I noticed one serious mistake the OP made - you cannot create a warp point right on top of a planet. It must be an empty hex (except for ships, of course - you can have as many as you want sitting there for defense).

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Mod Designer

hah, we're both wrong

Submitted by Phoenix-D on Fri, 2006-12-22 12:41.

Actually you can make a WP on a planet- I did that yesterday. Sticking out tongue

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I figured it out

Submitted by glockgemini on Fri, 2006-12-22 12:41.

It's hard to see but there is a message to select a target hex to open the warp point in. Seems the ship doesn't need to be in the same hex you want to open the warp point in. Then a window pops up with a list of systems with their star types. It shows nebulas and other stuff too. Not bad but they could use a bigger notice. Its hard to see anything through all the flags and junk.

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cordas's picture

I used to always open warp

Submitted by cordas on Fri, 2006-12-22 16:50.

I used to always open warp points on planets in SEIV, it was a great way to control them, have a huge planet with a couple dozen fully tricked out weapons platforms, and half a dozen space stations. Nothing hostile is gonna come through that gate.

I had to stop using that late game stratergy in MP games with my mates because they complained it was unfair, and refused to play if i did. I would create one HUB system from which I I would open lots of gates to other systems and build the shield protectors across my empire to stop them breaking in.

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Hub systems

Submitted by TheThirdEye on Fri, 2006-12-22 17:25.

That is a favorite strategy of mine. We will have to play some time (when this is a bit more stable).

It's a great way to setup a hub. Nobody else can use your short cut system hubs; then you start to go out through them and close everybody else's WP's.
Bwah ha ha.

What? They ain't dead yet!
What's the hold up? It's already turn 23.

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choke points

Submitted by evilginger on Fri, 2006-12-22 17:44.

late in the game with SEIV I recall punching a new warp point into an enemy capital system and using star destroying weapons was more or less the only viable attack since most human controlled empires would close any warp point that they could not defend to a level which assaulting it with any fleet would be suicidal. Typicaly 20+ bases with fighters satellites and minefields and supporting ships and then if you did punch a hole in that every world was similarly or more heaverly defended.

I remember a tiny Intel base with six orbital battle stations the only reason it had no weapons platforms was insufficient storage though it did lunch a small swarm of defence satellites to support those the bases lunched. War unless you used star killers was a bloody and pointless affair conducted in space well outside ones Core Empire and theirs. Most of my multiplayer games ended with a galactic federation of those power who realized quite how unlikely military victory was at that stage

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cordas's picture

shall I give the whiskey i bought as a present or drink it

Submitted by cordas on Fri, 2006-12-22 18:44.

evilginger wrote:
late in the game with SEIV I recall punching a new warp point into an enemy capital system and using star destroying weapons was more or less the only viable attack since most human controlled empires would close any warp point that they could not defend to a level which assaulting it with any fleet would be suicidal. Typicaly 20+ bases with fighters satellites and minefields and supporting ships and then if you did punch a hole in that every world was similarly or more heaverly defended.

We had agreements about the use of system killers, if anyone used them everyone else would turn on them. In later games we used to limit the maximum numbers of ships and units you could have, this is when I developed my hub stratergy as it was impossible to defend your empire otherwise due to ship and stuff limits.

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the AI SHOULD use stellar

Submitted by kanaric on Thu, 2007-01-04 23:34.

the AI SHOULD use stellar manipulation... i have no idea why in these games they never use them.

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Captain Kwok's picture
Mod Designer

Not implemented for AI

Submitted by Captain Kwok on Fri, 2007-01-05 00:00.

The minister's that control the AI's use of Stellar Manipulation haven't been told to do anything yet.

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Script or hard code?

Submitted by Phoenix-D on Fri, 2007-01-05 01:24.

See subject.

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Captain Kwok's picture
Mod Designer

AI's Stellar Manip scripts empty

Submitted by Captain Kwok on Fri, 2007-01-05 01:58.

In the scripts. The ministers for each type of stellar manipulation are currently empty.

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Space Empires Depot | SE:V Balance Mod

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