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-   -   Official SE5 release date announced - September 12 (http://forum.shrapnelgames.com/showthread.php?t=29673)

Kamog September 9th, 2006 01:09 AM

Re: Official SE5 release date announced
 
Hmm, that's too bad that the galaxy size is still 255 maximum. On the bright side, though, each solar system is bigger so we can still have bigger games, right?

Fyron September 9th, 2006 02:14 AM

Re: Official SE5 release date announced
 
You can easily have bigger games in SE4; just increase the number of planets per system. http://forum.shrapnelgames.com/image...ies/stupid.gif

Possum said:
1. What on earth is meant by "continuous time"? Is this just somebody who doesn't like the phrase "real-time" making up a new one, or is there a difference?


Whenever I say real-time combat, someone obssesses over how RTS games play and how it'll ruin everything, and generally miss the point. http://forum.shrapnelgames.com/images/smilies/wink.gif

Q September 9th, 2006 04:46 AM

Re: Official SE5 release date announced
 
It would just have been nice to play once in a really huge galaxy where travelling from one end to the other would take very much time unless you use warp point manipulation to create interstellar highways.
More important than the maximum number of systems are however the maximum number of empires and the maximum number of units in space (in SE IV I always reach the limit of 20000).

mrscrogg September 9th, 2006 05:52 AM

Re: Official SE5 release date announced
 
Q , if that's what interests you start SE4 with no connecting warp points , develop warp point manipulation and go from there

Q September 9th, 2006 08:11 AM

Re: Official SE5 release date announced
 
No, the warp point opening to create abbreviation would just be a small additional point, but the main thing is the huge galaxy, were you can expand and meet new races even in a very late game.

Raapys September 9th, 2006 09:47 AM

Re: Official SE5 release date announced
 
While I agree that would be nice, for single-player I've to say that the game is already way too slow to process turns with the current max number of AI's and star systems once you're 100+ turns into a game. If the AI in SEV is better, it most likely uses even more CPU time to process each player.

I think the better solution would be to actually make large star systems that take some time to travel through, and in which you could discover things, i.e. you don't know everything about the system as soon as you enter it.

Captain Kwok September 9th, 2006 09:48 AM

Re: Official SE5 release date announced
 
You pay maintenance for units in SE:V so you might not just let them accumulate willy-nilly. http://forum.shrapnelgames.com/image...ies/tongue.gif

Q September 9th, 2006 11:08 AM

Re: Official SE5 release date announced
 
Quote:

Captain Kwok said:
You pay maintenance for units in SE:V so you might not just let them accumulate willy-nilly. http://forum.shrapnelgames.com/image...ies/tongue.gif

Please tell me that this can be modded to zero maintenance!

Gandalf Parker September 9th, 2006 11:31 AM

Re: Official SE5 release date announced
 
Quote:

Raapys said:
While I agree that would be nice, for single-player I've to say that the game is already way too slow to process turns with the current max number of AI's and star systems once you're 100+ turns into a game. If the AI in SEV is better, it most likely uses even more CPU time to process each player.


Actually thats one of the things which has kept the game on my machine. Games with long thinking time is good for me. Otherwise I would never get anything else done. Just think how productive I would be if SEV supported 1000 stars and 100 AIs.

Everything has its pros and cons http://forum.shrapnelgames.com/images/smilies/happy.gif

mrscrogg September 9th, 2006 12:09 PM

Re: Official SE5 release date announced
 
I had thought I had heard that SEV was to have the ability after you have conquored your own galaxy to invade another or have it invade you


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