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Re: Space Empires V post-mortem
That could actually be fixed. Reduce the hex sizes so the whole system fits on-screen at the desired resolution, then reduce the size planet objects and such are rendered, and voila!
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Re: Space Empires V post-mortem
How would you do this kind of UI change? there isn“t any way to make a 2D UI in the SEIV style for SEV?
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Re: Space Empires V post-mortem
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Re: Space Empires V post-mortem
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And this by the way is on a Quad Core Q6600; something that most definitely was not widely available or cheap in 2006; when Space Empires 5 was released; most people still had relatively older systems that managed to run SE4 turns in a reasonable amount of time; and then BAM, they were hit with multi-minute turn processing... |
Re: Space Empires V post-mortem
The first turn takes a bit longer than expected because the AI is designing their initial ships and units. Since this being run from a script being read into the game, it takes a couple seconds longer per AI.
Unfortunately, the foundation of SE5 was set prior to the widespread availability of dual/quad core units and Vista. |
Re: Space Empires V post-mortem
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Re: Space Empires V post-mortem
There are quite a few <a href="http://www.spaceempires.net/shipyards-g-SE5.html">SE5 shipsets</a>.
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Re: Space Empires V post-mortem
I think part of the problem is that controls are laid out badly. For example; I should be able to click on a ship and then hit TAB, which brings me to a zoomed in locked around that ship viewpoint, that I can then pan around to see the preeeeety colors or laser weapons fire...
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Re: Space Empires V post-mortem
Tab is the wrong key for a camera follow control. Tab should be involved in switching between items.
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Re: Space Empires V post-mortem
Orthographic view. A lot would be better if Aaron programmed the system view to display orthographically.
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