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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Players of Unnamed Mod

Soumis par Corellon le Mer, 2008-04-16 23:08 SE:V MODs

Wondering how many people play unnamed's mod, My scripts control the Sergetti, Ukratal, Abbidon, Amon'krie, and the Norak and I was / am looking for after action reports, bug reports or suggestions for improvement. Even updates on how they fare during the course of the game would be appretiated.

Also looking for those who would be willing to test future versions of the scripts for me.

Corellon

‹ Shipset question Can't Open Mesh Files ›
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Re: Players of Unnamed Mod

Soumis par brianb99999 le Ven, 2008-04-18 08:59

*your empires + some top/bottom score unnamed empires + mine empire

place - points - ships - tech - planets
1st(Xi'Chung) - 193,882,125 - 3633 - 1700 - 180
2nd(Eee) - 170,047,605 - 2828 - 1761 - 159
3rd(Sithrak) - 140,565,724 - 3196 - 1790 - 256
8th (My empire) - 18,886,564 - 81 - 424 - 213
*12th(Norak) - 6,156,439 - 28 - 307 - 38
*13th(Abbidon) - 5,572,147 - 45 - 267 - 20
*16th(Sergetti) - 3,670,508 - 32 - 186 - 17
*18th(Amon'Krie) - 613,344 - 0 - 318 - 1
20th(Cue Cappa) - 84,555 - 0 - 110 - 0

I have a war with Norak, wiping out perhaps 10-20 ships, they were the largest of the ones mentioned above.

Hope that helps,
Brian.

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Re: Players of Unnamed Mod

Soumis par Corellon le Ven, 2008-04-18 10:47

Thanks Brian, Could you tell me what version of the mod your running? and have you noticed anything particular they could do better? or something that you don't think should be happening?

Corellon

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Mod Designer

Re: Players of Unnamed Mod

Soumis par brianb99999 le Sam, 2008-04-19 00:38

Hi Corellon,

Latest version as far as I know.
They seem to be doing ok so far.

Have a game halting bug at the moment (e-mail'd Aaron), but once it is fixed, I will add more info.

Brian.

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Re: Players of Unnamed Mod

Soumis par slotkusl le Sam, 2008-04-19 08:13

Your mod is really good : ) I prefer it to the balance mod, although I would like some features of the balance mod in yours, but I understand it's not your goal to do so. Roughly playing with the upgraded AI means one thing: you MUST build up intelligence early on. It's much more important than research or ships or anything, because if you don't have decent intelligence (4000-10000 pts), as soon as you meet your first empire you will be pulverized with intelligence attacks. It's strange how can an empire that the last turn had only 2000 pts suddenly have 20000, but it happened to me in my last game. I had enough points to defend from 2000 even 10000, but not 20000, or the 40000 it had three turns later : ) : ). It almost looks like cheating : ) : ). Otherwise I would really like if they had some better planetary defense and guarded their warpoints more seriously. After you have passed the warpoint at least once and if it's a border system they sometimes (not allways) will start amassing forces on the warpoint. Otherwise I have met only one race that did put defenses on their warpoints in advance, but it was a neutral. Anyway it was interesting when I crossed the warpoint with three explorer class cruisers and met ~350 fighters ~100 mines and several satellites : ) : ). I was a goner. Or another race I was fighting with reinforced one warpoint to their system while I went the other way to annex several other of their systems. Took a fleet of 10 ships: 4 dreadnaughts, 4 point defence cruisers and 2 carriers with full loadout of fighters. Didn't have any losses, but one dreadnaught was almost destroyed. Took a turn to repair. Another thing I miss is that the AI does not attack. Like amassing a big fleet and going to raze some of your planets. It's a big weakness. When I see the fleets they amass I'm surprised of this. I'm second on the comparison list only because of this. I do have something like 140 ships and bases and the number is growing, but a couple of the AI's have ~200 or more ships. Why do they not use those ships in several large fleets to attack? And they could have a better research approach. Currently I'm on turn 127 and I'm about 1.5M research, while the AI has about 60-150 K . Although my friend is not doing much better, only something like 300-400 k : )Smiling the last time I had the opportunitty to look at his statistics.

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Re: Players of Unnamed Mod

Soumis par slotkusl le Sam, 2008-04-19 08:26

BTW it would be nice if fighters were made weaker. At least by half. I'm talking offensive capabilities here. It would be nice if someone changed the formula for the power increase of small weapons by level. I'm not suggesting a fighter weapon should be 1/10 the power of a ship weapon, but it should be no more than 1/2 of the equivalent shipboard weapon.

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Re: Players of Unnamed Mod

Soumis par Corellon le Sam, 2008-04-19 17:29

Slotkusl,

Most of the races are controled by Unnamed's AI scripts, he was gracious enough to give me the Sergetti, Ukratal, Abbidon, Amon'krie, and the Norak though to mess around with and we both have different styles so (in my opinion) it gives a more interesting flavor to the game, as the races act vastly different.

Intelligence took me a while to balance in, but I'm glad to hear that it's able to hold it's own, what version are you playing of the mod? My scripting style focuses more on defensive capabilities then offense but the next release should come with a few nasty little surprises Eye-wink

Fighters are only overpowered if you don't properly setup your defenses, I had to script that in too since I too discovered unnamed's love of using them.

I've got several idea's that I'm trying to implement still, the biggest is in trying to make my scripts more aggressive, in games with a larger number of players that's where they tend to be weak, once established they do really well, but still die off if they meet another race early on, tend to get crowded out, again I'm hoping that the next release will allow it to be a bit more agressive in defending it's space and expanding it's influence

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Mod Designer

Re: Players of Unnamed Mod

Soumis par brianb99999 le Sam, 2008-04-19 21:18

Hi Corellon,

problems I am having may be related to unnamed mod.

Got an e-mail back from Aaron,
'Have you tried a game without the mod? We've only been getting the cannot save bug from players using the unnamed AI mod. '

Can you report it to unnamed, he may be able to fix it?

Thanks,
Brian.

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Re: Players of Unnamed Mod

Soumis par slotkusl le Dim, 2008-04-20 01:00

Corellon,
Well, glad to hear about those nasty surprises Smiling . I'm playing the latest version 1.08a or something like that. About fighters, they are not really a problem for me, but they limit gamestyle a lot. You MUST use fighters (or drones), especially against a human enemy that may use them. That means that all the other categories of ships become almost useless. You can roleplay them like I do with the dreadnaughts but they are really a waste of resources. Well, if limiting the power of fighters is not possible, may be a certain maintenance bonus for ships is in order? In such a way, that a ship that may be able to hold it's way against a number of fighters equaling it's maintenance cost. It would still leave the fighters overpowered, but would be better. Or make fighters expensive to mantain. Or limit their number. If a heavy carrier could launch only 20-30 fighters instead of over a hundred, things would balance out. : )

About their defense. Well , I had to fight my way through the systems I was occupying, and it was nice that I had to do it, although it wasn't too difficult. The AI could reinforce it's defenses previously to being attacked. Some do, some do not. The terrans do try it against me, although mines only is not a serious defense. While the organic ones (those buglike ones with green ships) did only after being attacked. They still do not attack me unless I'm in their systems. Anyway a great work you are doing there. congratulations!

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Re: Players of Unnamed Mod

Soumis par slotkusl le Dim, 2008-04-20 01:08

BTW limiting the number of fighters would be good in another sense too. When you have over a hundred units on the battlemap moving all the time even my X2 4200+ Athlon with 4Gb memory cannot keep up well, the fight starts stammering.

Another small detail, but this is really a problem with the game itself is ship motion at the beggining of every turn. When you have over 30 ships moving to certain destinations every turn you have to wait for 10 minutes for them to do just that. The reason is not only because you have to watch them doing that, but more due to the fact that passing from ship to ship or moving through warpoints for some reason seems to be a really proccessor intensive task. Something like 5 seconds or more waiting each time the game moves on to move another ship, or the current ship warps, then wait another 5 s for the game to move to the other system, then another 3 for the game to start moving the ship in the other system, then 5 s more for the game to go to move the next ship and so on. You can imagine how much all those waiting times accumulate.

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Re: Players of Unnamed Mod

Soumis par Cicero le Dim, 2008-04-20 06:18

Hi Guys,
I'm another Unnamed Mod player who has been having issues with saving/loading games. My issue was that saved games wouldn't load. I emailed Aaron and his prognosis was that there was a 'bad' satellite design used by one of the AI players.
Interested to hear if anyone else using the Unnamed Mod had the same problem. NB I haven't contacted Unnamed yet. On my 'To do' list.
Cheers
Cicero

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Re: Players of Unnamed Mod

Soumis par Corellon le Dim, 2008-04-20 20:38

Cicero:

That's interesting and I'm wondering which race is has the bad design, I frequently use my script as the default script for games I play (I setup custom empires to play against, so the default script is used) and haven't run into any saving issues. Perhaps it's in one of unnameds or he fixed it in 1.10 (The latest version released)

Slotkusl:

1.71 adds a maximum of 100 units in a sector I believe, and that limits the overall "lag" of fighter battles, usually I turn ship animations up to max to get the pre-aranged moves over quicker but it still is a hassle at times I agree, but sadly there isn't anything that can be modded away. To chance maintaince or fighter strenght we'd have to mod the datafiles, and if at some point unnamed goes ahead that would be at his discretion, I personally like keeping the game at stock, and while it's not completely unbalanced I've still had no major issue with balance issues, in one of the test games that I've been running script vs script unnamed's race has about 650 fighters sitting at a warp-point, laggy for sure, but they were easy enough to clear away without using fighters or drones, if I used a "unit killer" it would be even easier, but to be honest most of them were cleared away by my colony ships trying to go through LOL, fighters use up alot of supplies each turn for their size (5 is default, you cn change it higher in the settings.txt file) so large groups tend to run out of supplies quickly (even if in a supplied system) and become useless, but I've found just having a decent ammount of PD and proper strategies set make fighters managable agaisnt a AI at least.

I'm hoping to get scripts nailed down for 1.11, just working out a few minor balance issues in priorities, the AI should be more aggressive now and working on expanding the AI's range of tactics.

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Mod Designer

Re: Players of Unnamed Mod

Soumis par brianb99999 le Lun, 2008-04-21 03:11

'That's interesting and I'm wondering which race is has the bad design, I frequently use my script as the default script for games I play (I setup custom empires to play against, so the default script is used) and haven't run into any saving issues. Perhaps it's in one of unnameds or he fixed it in 1.10 (The latest version released)

I get save errors, (but I get the cannot save game error) with unnamed mod, Aaron thinks it is something in unnamed mod.

From Aaron:
'Have you tried a game without the mod? We've only been getting the cannot save bug from players using the unnamed AI mod'

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Lun, 2008-04-21 03:17

horrified by the fact that I may have to start a new game using stock AI's Sad
The game I was playing with unnamed was brilliant: 180 turns in and I was 8th (1st had over 4000 ships).

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Re: Players of Unnamed Mod

Soumis par Cicero le Mer, 2008-04-23 01:33

Hi Guys
Been having a look through the vehicle design script to try to work out why there was a 'bad' satellite design. I think I've found something, but not having done any scripting I'm not 100%. See the below extract from the AI Ship Design Script. It looks to me that it is scripted to put Small Shields on Drones & Sats which of course should have the standard components.
If I'm reading it right, deleting Satellite and Drone from the first part of the script will result in them defaulting to standard shields.
Cicero

if (continue_design) and (Sys_Get_Vehicle_Design_Remaining_Tonnage_Space(design_id) > 0) then
if (ai_design_vehicle = "Fighter") or (ai_design_vehicle = "Troop") or (ai_design_vehicle = "Satellite") or (ai_design_vehicle = "Drone") then
set comp_id := Get_Best_Component_Of_Type("Small Shields")
if (comp_id > 0) then
set comp_enh_id := Sys_Get_Best_Comp_Enh_For_Component(sys_long_Player_ID, design_id, comp_id)
call Add_Components_To_Vehicle_Design(design_id, comp_id, comp_enh_id, SHIP_SECTION_OUTER_HULL, 20, FALSE)
endif
else
set space_to_use := Sys_Get_Vehicle_Design_Remaining_Tonnage_Space(design_id)
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, "Shield Generator")
if (Sys_Is_Component_Available(sys_long_Player_ID, comp_id)) then
set comp_enh_id := Sys_Get_Best_Comp_Enh_For_Component(sys_long_Player_ID, design_id, comp_id)
set comp_tonnage := Sys_Get_Component_Tonnage_Space(sys_long_Player_ID, comp_id, comp_enh_id)
if (comp_tonnage

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Re: Players of Unnamed Mod

Soumis par Corellon le Mer, 2008-04-23 14:17

Cicero:

That looks about right (Wrong), drones and sat's shoudn't have small shields and armor shouldn't be on on them, they use the full size models.

I use different scripts on my races so I can so for sure mine aren't using the small shields, But I'll let unnamed know and hopefully he can get something patched up and released.

Corellon

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Mer, 2008-04-23 20:12

Hi Corellon,

We have a long weekend starting soon (likely sooner than unnamed being able to update his scripts).
Is there a way I can change his script temporarily to try this out? If so, how, I cannot see how to edit his scripts?

I would probly be starting a new game with it and see how it goes.

Brian.

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Re: Players of Unnamed Mod

Soumis par Corellon le Mer, 2008-04-23 22:58

Brain,

I can edit and update the 1.10 scripts sure, I'm just in the process of finishing off some testing on my last changes, the last test game went well, just have one or two minor things left to fix and I'll include my updated races too.

The only problem is hosting the files, though I'll see if I could put them someplace like rapidshare or megaupload and post the link here.

Corellon

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Jeu, 2008-04-24 00:17

That'd be great thanks Smiling

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Re: Players of Unnamed Mod

Soumis par Cicero le Jeu, 2008-04-24 19:38

Hi Guys
While I haven't done any scripting I am experienced in using IF statements etc in Excel & the like. My first attempt at solving the problem seems to have improved the situation ie I got a few turns in before I got the old error. I'm going back through the design script again and I've spotted more small/standard component errors, mainly with satellites. I will make changes, then test it to see what happens. If it works I'll post the updated file.
Cicero

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Jeu, 2008-04-24 22:04

cool

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Jeu, 2008-04-24 22:13

hey, if I start a new game now, using 1.10 unnamed + my mods. And then when you are ready with the new changes, will I need to start again or should I just be able to plug in the new AI and it'll work?

Brian.

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Re: Players of Unnamed Mod

Soumis par Corellon le Ven, 2008-04-25 11:03

The best resaults will be from starting with the fixed script, since the old designs don't just disappear they are still stored as obsolete so they might still cause a problem later.

I've been looking them over though and it's more the just a single line or two, they are being treated as units, not sure exactly if I'm being able to catch everything, I'll see what I can do when I get home this afternoon but the whole satellite and drone is deeper in his design, hopefully he'll be able to update them completely.

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Re: Players of Unnamed Mod

Soumis par Teddy Bär le Ven, 2008-04-25 18:54

I expect to become a new player, today maybe Laughing out loud

I am however making some base game changes that make the game start at a lower level so as to have the crawl before you walk feel.

Some of this involves starting with lower tech levels, how if at all will this affect the AI?

Cheers,

Teddy Bär

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Re: Players of Unnamed Mod

Soumis par Corellon le Ven, 2008-04-25 20:03

Ok this is just a very rough attempt at fixing it, not sure if sats or drones actually work or not, it's the best I could manage though in such a short time, also updated are my race scripts though they have only been tested a small ammount, any feedback would be appretiated.

Teddy:
Well It wouldn't be optimized but as long as your not adding any new techs the AI should be able to handle it, the only problem being it would still research in it's assigned order, so it wouldn't be optimized if say you need to research level 1 of construction to be able to build ships, it would wait until it would normally research lvl 2....

http://rapidshare.com/files/110437615/Unnamed_s_Upgraded_AI_1-10a.zip.html

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Ven, 2008-04-25 23:38

k, will try it out and get back to you.

Thanks Smiling

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Re: Players of Unnamed Mod

Soumis par Cicero le Dim, 2008-04-27 06:59

Corellon,
Don't suppose you know of a way to analyse a saved game for errors?

I'm testing the script corrections I made and have come up with a Save Game error. However, I don't think it is a design script error. I have two saved games in the same turn, the first works (early in the turn), the second (late in the turn) doesn't.
I would have thought that an AI script error would only occur in endturn processing?

Cheers
Cicero

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Re: Players of Unnamed Mod

Soumis par Corellon le Dim, 2008-04-27 11:29

Cicero:

To the best of my knowledge that's correct, the AI doesn't do anything while your taking your turn, so if there is a problem it should have taken place before your turn or after it. Do you have any ministers enabled? What happends when you try to load the game? does it just fail to load? or crash with a exception / error?

I'll PM you my e-mail if you want to e-mail me the saved games and I'll see what might be going on. Brian I never did end up getting your e-mail with the saves you had, I'll give you my address again if you want

Are you playing straight unnamed mod? or with FQM? Did you modify anything yourself in the scripts? Do you remember what you were doing between the saves? What version of SE5 are you running? 1.66 or 1.71?

Corellon

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Ven, 2008-05-02 02:22

going well so far, though I slowed everything down by making the high formula equal to * 5.
turn 2418.2, no crashes.

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Dim, 2008-05-04 03:59

hmmm, I speaked too soon, 2420.1 I got my first 'cannot save game...' error.

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Re: Players of Unnamed Mod

Soumis par Corellon le Dim, 2008-05-04 09:36

Brian:

Were you saving in the middle of a turn? At the time of the save did you get a "Stream error"? I really have my doubt's it's something to do with unnamed's mod. What were the races in the game? Do you have a backup save that you can continue from? From now on I'm playing with autosave(1) on and avoiding saving in the middle of a turn :S

200 turns seems to be the "death point" as well, the last game I had the save error on was a 1v1 game, with just a single of my empires (none of unnamed's scripts) and at 2420.8 it died because of saving in the middle of a turn.

Corellon

Edit: If you also happen to have the scores and how everyone is doing I'd appretiate it.

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Lun, 2008-05-05 21:30

Hi,

I always use autosave(1).
I can only assume it is unnamed, because Aaron thinks it is, personally, I think it is still a problem in SEV, not unnamed, because you never seem to see the problem until well into the game, but I didn't code it, so can only assume Aaron is correct - in saying that, I have never played stock till 2420+ for obvious reasons.

I have 19 enemy empires

The cannot save bug seems to happen every second reload now.
Eg,
load.
do my stuff.
end turn.
AI turns.
Processing after turns.
autosave.
do my stuff.
end turn.
AI turns.
Processing after turns.
'Cannot save game...'

I will e-mail Aaron, see if he will look into it.

Brian.

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Re: Players of Unnamed Mod

Soumis par Corellon le Mar, 2008-05-06 14:05

Well I can confirm that unnamed's mod isn't responciable for (at least all) the save errors, I was playing a 1v1 game with just my scripts and it wouldn't save (rather crashed on save and corrupted the file).

That leaves either my scripts or SE5, some of the games that have had the error didn't have my races or had them killed off already so I don't know what to think as it doesn't seem to be my scripts either.

Corellon

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Re: Players of Unnamed Mod

Soumis par Cicero le Jeu, 2008-05-08 04:42

Hey Guys
I emailed Aaron and I'm about to send him the relevant files to have a look at the problem I'm having. Don't think it is the same problem as yours Brian but it could be linked.
Will post the result if Aaron can identify the issue.
Cheers
Cicero

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Mod Designer

Re: Players of Unnamed Mod

Soumis par brianb99999 le Mer, 2008-05-14 07:07

sounds good, I will e-mail as well, I am starting to get the cannot save game error on every turn now...

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Lun, 2008-05-19 23:36

no news from Aaron yet Sad

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Re: Players of Unnamed Mod

Soumis par Cicero le Sam, 2008-05-24 18:42

I saw a post with the details of patch 1.72 Beta which included a possible fix for save game corruption in large games. That could be the problem we've been having.

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Dim, 2008-05-25 02:23

yeah just saw it as well, hopefully Smiling

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Mar, 2008-05-27 16:31

Might have been a seperate issue, Aaron just sent me an e-mail saying he thinks he may have solved it (some problem with simulated empires from sim combat).
So will wait and see Smiling

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Re: Players of Unnamed Mod

Soumis par Cicero le Mar, 2008-06-17 05:04

Hey Guys
Well after playing using the latest patch I still get the same Save Game errors that I'd been getting before. Whether it is exactly the same problem or several problems that have the same effect though I'm not sure.
I realise that this technically isn't an issue with the Unnamed Mod, rather it seems to be an issue on large games, which Unnameds Mod tends to deliver.
What are others experiences like?
Cicero

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Re: Players of Unnamed Mod

Soumis par brianb99999 le Ven, 2008-06-20 21:02

havn't had a chance o test yet, starting a new game today, so should know in a week or two.
Brian.

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  • 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

Dernier accès :

  • 1.17 Bugs and Issues
  • Amazing find on a random CD
  • Unable to Load Game File
  • Tactical Space Combat
  • Are drones usefull?
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