Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 7 users and 173 guests online.

Online users

  • Jozsf
  • battlespud
  • GambitUK
  • Nick194
  • Zeno
  • Gamcull
  • evader23

Languages

  • English English
  • French French

Browse archives

« August 2008  
Mo Tu We Th Fr Sa Su
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Home » news » forums » Space Empires V » Space Empires V General

SEV 1.74 misc. Issues and Suggestions

BlueTemplar's picture
Submitted by BlueTemplar on Sat, 2008-07-19 00:51. Space Empires V General

Post in this topic the suggestions that don't fit in the bugs and interface issues threads.

‹ SE5 Interface Issues v1.74 Galactika für Deutsche Version ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Sat, 2008-07-19 01:49.

- Bring back the SE4 racial characteristics customisation (points AND sliders).
- .zip / .rar support for saved games (mainly because it's easier to send them when everything is already pre-grouped in a single file)
- a strategy for fighters guarding capital ships => stay close to picket/escort/core/tfleader
- the colony tech should be a racial tech, or at least the setup should have an option to enforce this
- make troops 5-10x bigger, ground combat is unplayable as it is now
- the supply system has to be changed: free supplies from emergency/supply storage components that make all supply (&ordnance) generating components totaly useless; weapon platforms not using supplies making planets impervious to attrition/supply draining attacks, no component for ships/units that would automatically ressuply other ships/units in the sector and no way to automatically make a fleet take all supplies available from other ships/units/planets in a sector.
- fix alliances. at the very least, they shouldn't cancel current treaties. In the meantime, remove the damn alliances.
- area effect weapons
- An alliance victory; tone down Mega Evil Empire; relations should gradually decline; alliances that MEE has should decline even more gradually; empires further away should be less affected towards the MEE
- scrapping population causes unrest and lowers relations with others; mass destroying opponent population lowers relations with others
- selecting a no warp-point game should give you the option for a costly limited use warp point creation item so you don't have to sit through a ton of turns to even get to the tech level.
- more than one ship yard for Ringworlds and Sphereworlds. Perhaps One shipyard for each Huge planet size of facility slots.
- only have the non-breathers of a planet domed incurring a penalty to production. Still keep the term "Domed" for the games tradition sake: example: "10% Domed incurring _____ penalty.
- an option to make warp point travel need several movemetn points, depending on the warp line lenght
- overpopulation should be bad for your colonies
- the possibility to order ships with space yards to add a % of their production capabilities to planet-based/ship-based yards of the same sector.
- crew casualties from weapons hitting ship armor/internals
- range ring colors depend on race color or weapon type. Several range rings, one for each weapon type.
- include player stats in an encrypted file if the the players can only see allies stats
- store separate turn combat replays in separate files
- Cooperative intel should protect your allies, not merely help them in their counter-attacks (which is rather poitnless)
- a blockaded homeworld should still give (at least some - 25%?) ressources to the empire
- shields and shield regeneration should draw supplies. They should partially regenerate during combats (depending on the number of days between the combats)
- max range ships are not paying attention that they are getting close to other enemy ships. This should be chaged.
- end turn auto save
- directed espionage/sabotage like in SE4!
- sats & drones (weapon platforms? => option to add crew) vulnerable to computer virus
- ressource conversion should be done at the same time as you receive ressources from colonies/trade, it should not be just another order (currently it's one of the last orders to be executed, since a planet has a movement speed of 0, which is problematic when you want to use these converted ressources to retrofit ships). Ressource converters should be limited in the amount they convert per turn to force you to build several of them.
- retrofit is very micro annoying but also very effective right now (just like emergency components) since you can execute several retrofit orders per turn. I propose to double the retrofit cost and to remove the 150% limit (this should also be beneficial to the AI).
- to make diplomatic contact, the empires should have seen each other - it should not work when one of them was cloaked (the cloaked one should still receive the other empire info)
- Planet-enhancing abilities (what's done in FQM is a good start, but it could be more diversified and frequent)
- Special projects (or wonders if you're more aware of this term)

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Jozsf on Sat, 2008-07-19 06:29.

1. During race generation the race and government modifiers use double negatives:
Production is increased (Positive) 10% = correct usage in English
Production is decreased (Negative) -10%= incorrect usage in English and actually means + 10%

Possible solution is:

Production adjusted (+/-) 10%. Rather then using increased/decreased.

2. During non-finite resource games the resource % on asteroids decreases as you remote mine them, but planets remain the same.

3. During finite resource games the computer should auto-fix your production so the you don't extract resources that cannot be stored or used during that turn. This would extend the resources that your planets actually have.

4. Create strategies that are useful:
Defend warp point.
Defend planet
Defend ship
Defend space station.

5. In solar system view reduce the system modifier descriptions to 1-liners:
Mineral production +5% vs.
System Mineral Scanner increases mineral production by 5%.

» login or register to post comments
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Sat, 2008-07-19 06:52.

Quote:
but planets remain the same
When you mine them with robo-miners or normal facilities?

» login or register to post comments
Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Sat, 2008-07-19 13:10.

Quote:
2. During non-finite resource games the resource % on asteroids decreases as you remote mine them, but planets remain the same.
It doesn't make any sense at all for asteroid values to decrease... You can build a full planet out of them and mine tons more resources with facilities, all without any value loss.

Quote:
5. In solar system view reduce the system modifier descriptions to 1-liners: Mineral production +5% vs. System Mineral Scanner increases mineral production by 5%.
That would make them ambiguous and make it difficult to figure out what's going on.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by glockgemini on Sat, 2008-07-19 22:02.

I would like to see a button on the tactical combat screen for "All Ships Hold Position" that would be very useful for the beginning of the turn where all the ships are where I want them. Having to go to each ship, select it go down to the Goto command and click on the ships position is highly irritating.

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by glockgemini on Sat, 2008-07-19 22:04.

I notice that when I scrap a ship that the supply and ordnance it has is not transfered to the planet. It should be.

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by glockgemini on Sat, 2008-07-19 22:10.

I think it would be great to be able to select the number of AI empires that the new game will generate instead of a fairly wide random selection.

» login or register to post comments
Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Sun, 2008-07-20 12:36.

You can edit the settings.txt file to make the ranges a fixed number. Its indirect, but entirely possible.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Bones on Sun, 2008-07-20 19:24.

It would be good to limit AIs to cruiser sized ships, I'm in an advanced game and what was a good rival has started building Base ships - they look impresive but get wasted by 3 cruisers or 4 - 5 destroyers with minimal losses. Where as earlier in the game they had fleets of cruisers/destroyers and frigates which provided a reasonable fight.

Being able to turn-off the visual ship movement at the start of a turn or when you move a ship in the turn. You know where its going - you sent it there, therefore confirmation is not required.

Drednoughts and Base ships way out of proportion to the rest of the ships - almost as big as a planet, yet only a bit more than twice the size of a cruiser. I would like a base ship that is large enough to be self sufficiant, but small enough to still be able to warp - approx 10,000kt? (12 x the size of a cruiser)

» login or register to post comments
Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by battlespud on Sun, 2008-07-20 21:41.

one annoying thing i find, is tactical combat around planets. if a ship goes "over" the planet, you cant give it orders and it sometimes gets stuck offscreen. make it so you cant order through planets or shoot over or through them (maybe implement accuracy modifiers for asteroids?)Also, if an enemy has a large fleet and brings it into tactical combat, ALL the SHIP ARE STACKED ON TOP OF EACH OTHER!!!!!!!!! they cant move independently, look ridiculous and make it very hard ot pick a target.

Add new space statio abilities, such as making space stations have population, facilities etc. bases shouldnt be spammed, they should be cities in space.

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by marhawkman on Mon, 2008-07-21 06:44.

Pop would need some serious codework, but giving bases "Facility" abilities is doable.

» login or register to post comments
Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Mon, 2008-07-21 11:29.

Though only usable for orbiting over colonies.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-08-25 08:25.

An idea to fix emergency components:
1 - they should only be repaired at a planet, not any construction yard
2 - hitting "Use Component" for a fleet, will open the same window as for a ship, but it will use all the emergency components available on the fleet.

» login or register to post comments
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-08-25 09:05.

The way the supply/ordnance system might be improved:
- supply containing components should be build without any supply inside them.
- when built ships should automatically be ressuplied from the planet or a ship/base/unit stack with a "ressuply component" in the same hex
- planets shouldn't have unlimited supplies in combat, and supply/ordnance depleting weapons should work against them.
- a column listing the current available supplies on the planet in various report screens would be nice (if it doesn't exist already).

» login or register to post comments
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Mon, 2008-08-25 12:26.

Suggested before: (there is a image of it somewhere)
Allow to place lower level components on a ship:
In the Available Components list , next to (I,O) indicator, there could be up and down arrows to change that component's level. These arrows would be greyed out if the current selected level is the min/max available. The current selected levels should probably be remembered from one design to the next.

» login or register to post comments
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Tue, 2008-08-26 11:03.

- When the default don't get hurt strategy is used, if the ship has a weapon, it won't flee. And if it has no weapon it will flee regardless of which one of the default strategies is selected. So Don't Get Hurt is pointless right now.

- When playing in a turn based solo game, if you alt-tab out the game, the moving ships won't cross any warp points. Since moving ships takes some time at the start of each turn, it would be great if they still moved when the game is alt-tabbed out. (It would be even better if you could set them to move without the game having to track and show each one of the ships moving).
Also, when alt-tabbed out, you don't know if there's a combat waiting for you, since the tab only shows "Player X". A "Combat vs Player X", or "Combat vs the Drushocka Empire" would be a lot better indicator.

» login or register to post comments
Mod Designer

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by Fyron on Tue, 2008-08-26 11:56.

BlueTemplar wrote:
Suggested before: (there is a image of it somewhere) Allow to place lower level components on a ship: In the Available Components list , next to (I,O) indicator, there could be up and down arrows to change that component's level. These arrows would be greyed out if the current selected level is the min/max available. The current selected levels should probably be remembered from one design to the next.
The only purpose for this is obsessive min/maxing of build cost. Instead of allowing that, components that have less than useful "improvements" at higher tech should be redone so that the highest level is always the most desirable (eg: C&C comps were already fixed to not increase in cost). There should simply be no incentive for encouraging this behavior. In SE4, the lack of build point spillover certainly encouraged it, since you could occasionally save a full turn's worth of points. But with point spillover, there is really no need for this sort of design tweaking.

Which components do you find yourself wanting to use obsolete levels of, and why? Suggestions of how to fix those components are far more practical and doable, given that it would be a lot more work to overhaul the UI with support for selecting obsolete levels.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
BlueTemplar's picture

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by BlueTemplar on Tue, 2008-08-26 12:33.

Good point. I have one other example though where using old designs is useful: If you fear that your ships might be stolen, or to confuse your opponent into thinking that you are weaker than you are. Some mods might also make higher level components a lot more expensive.
Also bigger hulls are sometimes worse at turning and acceleration.

But I agree with you that other features and bug fixes are more needed and/or easier to do.

» login or register to post comments

Re: SEV 1.74 misc. Issues and Suggestions

Submitted by tyro_maven on Thu, 2008-08-28 11:13.

Another reason for using old designs is to keep certain units buildable in reasonable time by planets without ship yards. e.g. forgot to design a mine costing under 500 and now can only build three per turn instead of 4 at a tiny planet. Might make all the difference sometime.

Another example, could use a higher level warhead with a lower level mine hull to keep the cost below 500. Could do something similar with fighters.

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Bigger Map as in Bigger :)
  • Editing max systems in settings.txt
  • Wepons Mod
  • some stuff I use without support for AI - Crew
  • Known SE5 v1.74 Bugs

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • counter espionage and sabotage please help
  • Inter-Related tactical conversion alpha release V 0.53.
  • Sad...
  • Space Empires V 1.08-Demo
  • BattleStar Galactica Mod Available
(c) Strategy First, Inc. All rights reserved.