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-   -   Inti,s SEV Game (http://forum.shrapnelgames.com/showthread.php?t=32059)

arthurtuxedo December 9th, 2006 12:51 PM

Re: Inti,s SEV Game
 
I believe the game is 1.17.

Kevin Arisa December 9th, 2006 03:20 PM

Re: Inti,s SEV Game
 
Yeah, those darn ringed planets. Still havent got those working properly. Sorry. Please post any bugs you find in the main Golden Eclipse thread. That way I can keep track of everything that I need to fix. Thanks!

Intimidator December 9th, 2006 08:27 PM

Re: Inti,s SEV Game
 
Quote:

Ragnarok-X said:
Hm. Whenever i try to load the .gam file i get an error "cant load savegame".

Im using 1.13, anything wrong with that ?



Wrong patch, we are ussing 1.17

see ya,

Inti,

Ragnarok-X December 10th, 2006 11:05 AM

Re: Inti,s SEV Game
 
Okay i probably dont quite understand this mod or SEV, my first "real" game.

- What good are all the cultural achievements ?
- About engines / powercore ratios. I have figured i need about 3-4 reactors for 7-8 engines. My colonyship moves with speed 7, has 7 engines i believe. That means 7 * 30 * 7 = 1470 supplies used. With 3 or 4 reactors i will generate 900 - 1200 supplies per turn. Is that right ?
- In the ship summary screen, the "supplies" box is always showing 0, even though i have reactors and supply storages. bug ?
- Any way to see the ships current movement speed while in the design process ?

ty

Phoenix-D December 10th, 2006 01:02 PM

Re: Inti,s SEV Game
 
In order:
-Not sure in this mod. In stock they give bonuses to research, production, etc.
-Matter of opinion.
-Bug, probably
-Click the upper left panel, where the name is, and it'll switch to a second set of information.

Kevin Arisa December 10th, 2006 02:48 PM

Re: Inti,s SEV Game
 
Remember, Power Cores not only generate supplies, they store them. In fact, they store far more then they generate. As a general rule, ships you create in the beginning should not need more than one power core.

If Cultural Achievements are working as planned, they should give a variety of empire-wide bonuses. Research, resource collection, weapon damage, etc.

Ragnarok-X December 10th, 2006 03:28 PM

Re: Inti,s SEV Game
 
Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.

Phoenix-D December 10th, 2006 07:51 PM

Re: Inti,s SEV Game
 
Ah, we're off to a great start. First turn processing went SPLAT.

Kevin Arisa December 11th, 2006 12:03 AM

Re: Inti,s SEV Game
 
Quote:

Ragnarok-X said:
Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.

Your species has just discovered interstellar travel. Barely. In earlier stages it will be a major tradeoff between speed and distance. With a fission core and ramjet engines, it's not advisable to venture far from a resupply depot. If all else fails, the ship can idle a few turns to build up fuel before moving on. Leveling up basic ramjets does not improve their speed, but it does reduce fuel consumption. Stick close to home and strive to achieve Nuclear Fusion. Think of the fission era as a warmup for the real thing.

Randallw December 11th, 2006 12:10 AM

Re: Inti,s SEV Game
 
I haven't managed to test the mod in a game as the whole thing froze if I tried to generate my own game, but based on the standard set up, and yes I know it might be quite different, I stuck on what appeared to be the maximum number of engines and a reactor. So what are you saying, is this ship going to flounder?

Intimidator December 11th, 2006 04:12 PM

Re: Inti,s SEV Game
 
Indeed the first turn went splat, but processed manually already......

And to all the players , NONE of us was able to test the mod good...... because the AI isn't working yet, it will be the first time for all of us http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X December 11th, 2006 04:39 PM

Re: Inti,s SEV Game
 
Well im using 2:1 engine/core ratios for now. Maybe later, if engines need less supply and/or core store/generate more i will change that.

Ed Kolis December 11th, 2006 06:29 PM

Re: Inti,s SEV Game
 
2:1 ratios? http://forum.shrapnelgames.com/images/smilies/eek.gif Well crap, good thing that initial colony ship I designed was intended for a planet about 10 sectors away! http://forum.shrapnelgames.com/image...ies/tongue.gif

Randallw December 11th, 2006 10:29 PM

Re: Inti,s SEV Game
 
The latest turn failed. My argument is someone had to show PBW can't handle custom stuff http://forum.shrapnelgames.com/images/smilies/happy.gif if that is indeed the problem.

arthurtuxedo December 11th, 2006 11:36 PM

Re: Inti,s SEV Game
 
Noticed a couple balance issues. It seems that Light Carriers make all other ship types redundant. Only 10% of space needs to be fighter bays, so that's 720 kT of usable space vs. 300 on a frigate and 500 on a colony ship or freighter.

Also, this seems like it will be much slower-going mod than stock. High cost to research stuff + low amount of research per turn + high cost of building colony ships = lots of turns. This might be intentional, but the gain in realism isn't worth the slow pace, IMO.

Randallw December 11th, 2006 11:57 PM

Re: Inti,s SEV Game
 
I have some experience with eclicpse in Se4 so I remembered the slower tech progression, but still it is a bit of a surprise that you have 130K research in first turn and then only 3K on second. I know you get extra on the first turn for vanilla but that is only times 4.

Ed Kolis December 12th, 2006 12:08 AM

Re: Inti,s SEV Game
 
Keep in mind you don't start with a full homeworld, and the game now has Capitals ala Galciv... so if you want, you can build a research capital in your home system and fill up your homeworld with research centers... http://forum.shrapnelgames.com/images/smilies/wink.gif
Another balance issue... Metropolises seem overpowered compared to the regular facilities - they do TOO MUCH of everything for their low cost and small size! (20% the research/intel of a research facility, 33% the mining/farming/refining of the appropriate facilities, plus storage, all packed into a facility half the size and 40% the cost of a standard facility! http://forum.shrapnelgames.com/images/smilies/eek.gif) Do they simply not advance as well with research? I haven't poked around in the data files so I don't know...

Kevin Arisa December 12th, 2006 09:25 AM

Re: Inti,s SEV Game
 
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.

geoschmo December 12th, 2006 01:19 PM

Re: Inti,s SEV Game
 
I'm trying to resolve why the server can't seem to process the turns. I doubt you have ground combat on turn 1. http://forum.shrapnelgames.com/images/smilies/happy.gif

Were there any last minute updates to the mod before the game started? I haven't followed every word of this thread. I've got you using the data files for Golden Eclipse Mod v1.0 Beta. That's correct is it not?

Geoschmo

Intimidator December 12th, 2006 02:57 PM

Re: Inti,s SEV Game
 
We also used an fix from Kevin, you can find the link in the Eclipse mod thread.

geoschmo December 12th, 2006 03:20 PM

Re: Inti,s SEV Game
 
I can't seem to access Kevins site at the moment. Did he patch the mod and not change the version?

Geoschmo

Intimidator December 12th, 2006 03:52 PM

Re: Inti,s SEV Game
 
Really don't know.

He is just providing these fixes, without any version number, so I really don't know which fix belongs to which version and in which order http://forum.shrapnelgames.com/images/smilies/frown.gif

Ed Kolis December 12th, 2006 04:28 PM

Re: Inti,s SEV Game
 
Quote:

Kevin Arisa said:
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.

Yes, it is an excellent choice if you need a little of everything - but shouldn't the player be penalized for attempting to hedge his bets on future resource needs with a metropolis vs. dedicated facilities, not rewarded? Especially given that metropolises are much cheaper to research than researching all the other techs combined! http://forum.shrapnelgames.com/images/smilies/eek.gif

Romulus68 December 12th, 2006 04:31 PM

Re: Inti,s SEV Game
 
Quote:

geoschmo said:
I can't seem to access Kevins site at the moment. Did he patch the mod and not change the version?

Geoschmo

I'm hosting the files as well: http://hosted.filefront.com/lacyj3aolcom

geoschmo December 12th, 2006 05:01 PM

Re: Inti,s SEV Game
 
Quote:

Romulus68 said:
I'm hosting the files as well: http://hosted.filefront.com/lacyj3aolcom

Cool, I'll get them there this evening if Kevins site is still down.

I'm not sure if the problem is the mod or not but I'm going to give that a try. If the mod fix doesn't correct the processing problem you guys will proably need to continue running the turns offline till the next SE5 patch.

Geoschmo

Vezzra December 12th, 2006 05:50 PM

Re: Inti,s SEV Game
 
Quote:

geoschmo said:
I'm not sure if the problem is the mod or not but I'm going to give that a try. If the mod fix doesn't correct the processing problem you guys will proably need to continue running the turns offline till the next SE5 patch.

One of our players, Randallw, uses custom race pics (flag & portrait), which he put in a custom empire folder "AuCol". When I loaded the first turn I forgot to install this folder with the pics in my empire folder, and the game refused to load the turn giving several error messages that it cannot find the pic files.

Furthermore, there is the following entry in the V1.19 changelog:

Quote:

5. Fixed - If you load a game with an empire using an empire style that's not present, the game will substitute a different one that is present.


So I strongly suspect this to be the reason for the turns to fail.

Randallw has posted the pics on page 3 of this thread. The bmp's are in the attachment. You could give it a try... http://forum.shrapnelgames.com/image...es/biggrin.gif

Vezzra

Intimidator December 12th, 2006 06:07 PM

Re: Inti,s SEV Game
 
Okay, will do so....

BTW, one of us uses his own flag pictures (etc) in this game, is it possible that this is the problem ??

Inti,

Kevin Arisa December 12th, 2006 10:13 PM

Re: Inti,s SEV Game
 
The fixes were applied to the main download also. I didn't number them because they arent an actual patch. Just wanted to kill a few glitches before you started the game. The first real patch is in the works. Sorry about any confusion. Keep the bugs\balance reports coming! http://forum.shrapnelgames.com/images/smilies/smile.gif

geoschmo December 13th, 2006 12:02 AM

Re: Inti,s SEV Game
 
Ok, the problem with your game appears to be that that we didn't have Randalls Race folder on the PBW server. I've put it on there so it should process future turns fine, at least until someone tries a ground invasion.

This problem and the ground combat problem are both apparently fixed in the next patch.

Geoschmo

Romulus68 December 13th, 2006 01:51 PM

Re: Inti,s SEV Game
 
Quote:

Kevin Arisa said:
The fixes were applied to the main download also. I didn't number them because they arent an actual patch. Just wanted to kill a few glitches before you started the game. The first real patch is in the works. Sorry about any confusion. Keep the bugs\balance reports coming! http://forum.shrapnelgames.com/images/smilies/smile.gif

If you change the main download (135meg) you need to change the version numbers so we can keep track of what version to run.

Vezzra December 13th, 2006 07:19 PM

Re: Inti,s SEV Game
 
Ok, one player left to upload his turn. Soon we will know if our problems have been solved... http://forum.shrapnelgames.com/images/smilies/cool.gif

Vezzra

Kevin Arisa December 14th, 2006 02:31 AM

Re: Inti,s SEV Game
 
That was the last minor fix. From now on it's patches.

Intimidator December 17th, 2006 03:33 PM

Re: Inti,s SEV Game
 
Game is processing perfect for 4 turns at a row now, so I dare to say, it's up and running now (I Hope):)

Intimidator December 18th, 2006 06:34 PM

Re: Inti,s SEV Game
 
Hi,

Patch 1.20 is out, can anybody help me on how this affects an already running Ecclipse mod game with (1.17) on PBW.
And how do I have to upgrade that game , and is PBW automaticcly following the SEV patches ??!!

Phoenix-D December 18th, 2006 07:44 PM

Re: Inti,s SEV Game
 
The mod needs a one-line addition to settings.txt:

Default Empire Option Sort Mounts By Name := TRUE

With that it'll run fine under 1.20.

arthurtuxedo December 19th, 2006 04:04 PM

Re: Inti,s SEV Game
 
So are we upgrading to v 1.20 then? If so, you have to be really clear about it, because if not everyone upgrades, it could cause a problem.

Intimidator December 19th, 2006 06:08 PM

Re: Inti,s SEV Game
 
Just mailed everybody to inform them about the upgrade.......

arthurtuxedo December 30th, 2006 07:18 PM

Re: Inti,s SEV Game
 
Just moved and I won't have internet access for a few more days, so if you could leave it on ALPU, I'd appreciate it.

arthurtuxedo January 2nd, 2007 07:48 PM

Re: Inti,s SEV Game
 
Should have net access in the next couple of days. Thanks for waiting.

arthurtuxedo January 4th, 2007 10:06 PM

Re: Inti,s SEV Game
 
Well, I'm not really sure when I'll have access, and I don't want to keep you guys waiting, so I'll just bow out and let the game continue. The empire password is 'gold' in case the PBW site didn't record it, so anyone can feel free to take over.

Intimidator January 7th, 2007 06:41 PM

Re: Inti,s SEV Game
 

Okay, will handlle it tommorow. (Can't reach PBW right now)


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