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Re: SEV DEMO IS OUT!
By the way, don't stop that from letting you email Aaron to fix the hardcoded "small size" option.
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Re: SEV DEMO IS OUT!
I want to see and play! I went to the Strategy First side and started the download. I just get a white screen with the Microsoft flag waving still; so some thing is processing. It's been like this for 40 minutes now. I thought I'd wait patiently but...c'mon!
Any experienced advice? Should I try another site mentioned before? I just thought that it would be best to use the "official" site of Strategy First. |
Re: SEV DEMO IS OUT!
Just use the torrent.
Strategy first has no bandwidth left, but the torrent will get you awesome rates since there are over 50 seeders now. |
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I am now annoyed that so many features are missing from this demo.
lol, im still happy with the game, but just annoyed with the limitations. |
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The main idea is that the layouts be shaped like the ships, but also that your designs not be limited by a lack of slots.
That makes little sense. In SEIV you could just keep adding things to your ships as long as you had tonnage free; ignoring the fact that ships had internal volume to worry about too. And if they're shaped like the ships, why is the number and of slots the same for every deck? these aren't cookie cutter ships with slab sides; there are supposed to be angles, etc , decks that get smaller as you go up or down. |
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Geez! SEV does still use tonnage. The slots and decks are just generalizations for all the possible shapes and space available on many different ships.
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i know what you mean, it feels nice to design a ship and think where to put things rather than click click click, however it sort of gets boring after a while, I wouldnt mind if it actually had firing arcs and all that, but when it comes down to it, there are 3 positions to put things in and it does not matter where they are placed.
It would be a very diffrent game if combat was completly like starfury with arcs and you got damage on the side where you got hit but frankly as there are only 3 positions and it does not matter... there is little point in designing the ship, and I wished you had SEIII style of a radio box to select A, I or O, then double click on the component and it goes in automatically, but at the same time still allowing you to put the component how/where you want. hope that makes sense :S |
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I agree, I think it may be better if there was a SEIV style number on the square and you just click for more info.
If there were only a few planets, it is good however in dense solar systems, they just colide with each on big or medium and on small you just cant read it. I wish there was just a total number with icon. I manage shipyard and everything else from production menu and not for the solar system view, it is a very nice feature, but it is not really needed, so I turn it off, again, total number of Ships + bases + units would be enough for me. giving so many ideas and saying what I am so close to launch, is it a bit pointless? :S |
Re: SEV DEMO IS OUT!
Downloaded and trying it out. Looks good so far. Can't wait for the real thing. http://forum.shrapnelgames.com/images/smilies/cool.gif
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First, Im so far happy with the game. Having said that, heres some of my general feelings: First, although its a great game, IF I wasnt a SE4 player, I would find it far to obscure and hard to get a handle on to play it. I think your average gamer geek will be put off by its inaccessibility.
Second, I think the later game (after 100 turns or so) will be even more tedious than it is under SE4. A lot of the shortcuts appear to have been made less accessible, with more keystrokes needed. Such as cancel orders, repeat orders, etc, Now, a lot of lesser gripes, all of them fixable (I think), an upn which I base the above comments (and please note that I have not yet played tactical combat, and probably wont for a while, its just not my bag): First, please tell me I can do simultaneous games in the full version. For the love of Pete, please make the sector item window (bottom middle of screen), orders window (bottom right), and quadrant window (bottom left) moveable! They obscure the bloody solar system map, and there is dead space on the left and right that they could be moved to. Its extremely frustrating to not be able to see the entire solar system at once. And, all other windows are moveable, so why not these? It would help the visibility A LOT. From the -planet report- screen, under ‘construction tab I instinctively want to be able to add to the build queue for that planet. Any way to add a double-click functionality that brings up the -set construction Q- screen? And, yes, I know I could hotkey Q to get there, but its much more instinctive to use a double click. Anyone yet figured out what difference radiation, gravity, and temperature make? Are they just fluff? Its not clear to me how I rename planets. I look forward to someone coming up with a mod that makes the graphics much less cluttered. The new UI is way too busy, way too much deadspace, for my tastes, and a lot of it is unnecessary fluff. Intel should be defaulted to -100% to defense- at the start of the game (or kill the ‘reminder at end of turn glitch mentioned earlier) Would be very nice to have an abbreviated facilities view - for those planets with more than ten or so facilities, its annoying to have to scroll paste a bunch of the same ones to see what is on the planet. Why not just title them -Research facility x 10- etc. Ditto for ship components (mentioned below). Apparently, the race of a ships crew is now noted for each ship. How is this important? I like it, a lot, but Im curious as to what actual effect it might have on the gameplay. Ships are now listed as having ‘production values - which really appear, so far, to just be maintenance costs. But am I to take it that ships will now, with the right components, be able to produce various resources and thereby make them available to the empire at large? Apparently, we can no longer have an abbreviated view for ships - when I start having dreadnoughts with hundreds of armor, its gonna be real annoying to try and scroll through the ship components to see whats on it. Any chance of fixing this so it says -armor x 50- instead of listing 50 armor components? Its more of a pain to ‘cancel orders for a ship then it was before - have to go to ‘orders settings then hit ‘cancel orders. Likewise for ‘repeat orders. In the later game, these shortcuts become very important, but theyre awful hard to get to, despite the fact that there is plenty of screen space to put them on the initial orders window. For the ‘item list window (bottom middle) the ‘back to list button lights up, even when there is only one item in the list. Seems wrong, (a bit misleading) One side-effect of having hex contents obscured until you come within sensor range of them, is that a colonizer (or any ship) will bypass a good planet because you give it orders before you know what is in the region of space. A rational ships captain of a colonizer, for example, is out to find a good planet, and make a colony on it. Unfortunately, since you give it movement orders and only after it has moved all turn do you discover what it passed by can you colonize things. It would be logical to have a -colonize best planet- option that it enacts when it has movement orders. This probably isnt possible given the current movement mechanics, but it would be a big improvement. Exploit/Bug: on the quadrant map, outgoing warp lines are indicated, even when you havent yet seen the sectors that contain them (in the systems). For example, if I go into a new system, and I havent explored any sectors there yet, I can still go to the quadrant map and see how many outgoing warp lines it has, and interpolate their general sector location as well. In the 2D view, the empire flag graphics come in front of other graphics - this makes figuring out which planet is selected pretty tough sometimes. Can the highlighted hex borders be made to be in front of the flag graphics, to make it easier? Or at least make them a different color than white so theyre easier to see. When designing fighters (and probably ships and units as well) when you have shift-clicked on a component, and you want to go to -next page- you can click the next page button. Thats good. But you cant click the ‘middle or other decks button to go there. SO, youre placing a lot of engines on a fighter, and you run out of spaces on the upper decks, so you want to go to the middle decks, but you cant without going back to the component section, and then going to select the deck, and then going back to once again pick up the engine component. Very awkward. The whole layout for the ship design screens will get very annoying as ships get bigger. I cant imagine placing hundreds of armor components on a dreadnought, since it appears I will have to choose a location for each armor bit I put on. Is there no way to shorten this, and just allow me to place multiple armor straight up? I fear the latter stages of games will become very tedious for this reason. Is it possible to turn off the ‘Colony type screen? Who has ever really cared about colony type? Does it make a difference? If so, it shouldnt. Frankly, I dont see why the design screen needs to have stats for the unit on different window panes. Why should I need to push a button to figure out ship speed, and switch back to figure out tonnage still available, and so forth? Theres lots of dead space available here - why not get rid of a ‘page and display all the information on one? The RETURN key isnt enabled!??! ARGHHH! For ship design, and a lot of other things, return key should = ‘OK. Unless Im the only keyboard jockey out there. Its quite annoying to have to go through the ‘filter key to get to my unit designs. There are button spaces left - why not just have a ‘units/ships toggle button? I never understood why SE4, and now SE5, forced me to calculate -facility space remaining.- Were always shown the facility space used and total facility space, but the difference between the two is the only number we, as players, really care about. I should be able to order and rank planets in various queues by ‘available facility space and not have to mentally do that calculation myself. The Construction Queues window custom layout function should have all the functionalities of the ‘Colonies window - for example, I would find it very ueful to show construction queues by planet, nclding their population and number of facilities and so forth, not just things like their construction rates etc. When constructing units, the option -one turns worth- was very useful (pretty much the only thing I ever used for constructing units). As far as I can tell, that is gone now. I think that it is automatic however (ie: if youset a planet to construct 50 fighters, it will construct one turns worth eac turn until it gets to fifty, rather than construct 50 at once on turn X). But still, the option to do -one turns worth- was very helpful. In the tech research window, its hard to grasp that an advance in tech is often really just an advance in the level of an existent tech. Tech level pictures should have a number displayed that indicates the level I am about to achieve, rather than just the type. If I am researching projectile weapons, and the advances I expect to get are DUCs, then Im confused, because, goldarnit, I already have DUCs, why am I spending money on getting them again? If I research industry apparently Im going to get space port, but dont I already have them? See what I mean? Its confusing for newbies, I fear. In SE4, from the log window, you could go to the news item, and do relevant things, and when you were done, you would return to the log window (not all cases, but most). This is no longer the case. Given that there is a much longer log window than before, it means that I am starting up the log window many times each turn. Again, bodes ill for the late game. Or I am just not doing something right (highly possible) It seems as if one really needs to use both mouse and keyboard to make this game work. It should be more that one can use EITHER mouse OR keyboard, having to use both defeats the purpose of using them each alone. Not sure what can be done at this point, except to redo the hotkeys and mouse-short cuts, but needed to be mentioned. Thats it for now, more to come tomorrow Im sure, Tks, AMF Ps: apparently you can’t display apostrophes on the forum, so my above grammar is challenged to say the least. |
Re: SEV DEMO IS OUT!
another bug I think...
I have loads of research facilitys on diffrent planets, some building, some planets complete. I upgraded them all... so now some of them are upgrading, then I researched another level before they were finished upgrading so I clicked upgrade again. Now, it looks like I have lost quite a few research facilities on diffrent planets http://forum.shrapnelgames.com/images/smilies/frown.gif I wish I was one of the beta testers! edit - on further look, it doesnt look I have lost any that were built, but the ones that were building have disappeared from the queue to be replaced with one upgrade |
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amf, you say keyboard jocky... you know for cancel orders you can press backspace?
honestly, there was always shortcut keys for pretty much everything but I always used to use the buttons!, now I still have the options for both but because the cancel order is awkward to get to (one extra click!) I am using the backspace button. if it was straight there, I would press it rather than backspace though. I understand some of things being hidden as they are only sometimes used, but I would of though cancel would be a important one! and it did take me a moment to find as I thought it would be always visible! and some other things, I had a ship in a enemy sector and clicked repaired, rather than go back the way it came, it went foward to the unexplored bit and went through a warp hole I didnt realise was there (but like AMF said, I could of seen from system view), and then went to a shipyard somewhere else! I thought this was funny! I like the fact you have to explore new systems though, it really gives the impression of we are just here in space as later on with better sensors it becomes easier to explore. |
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Whoa...84 new posts since I came to the forum last night...that's insane!
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I had a look at the data files: the damage types seem really fascinating. As far as I understand you can create almost unlimited damage type combinations, different armor and shield types. This is excellent.
I still do not see however why the ship design has to be so complicated if you consider how little effect it has functionally. I would prefer to be able to skip the layout and add the components like in SE IV (make this an option!). The auto complete seems to be useful only at the beginning, later you have to check carefully: it did not include combat sensor or ECM to my ships although I had the technology. In the construction window I would still prefer the "one turn worth" option for units, even if now the construction of larger numbers is divided into turns automatically. However if you upgrade your unit designs, you are stuck with the old design if you entered a large number in the construction window. The system map display is not optimal as already mentioned: overlap with other windows and the large empire flags make it hard to get all the relevant informations quickly. I can't tell anything yet about the AI except that it seems I am far ahead of all AI empires. |
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@ renegade 13, demo is out, a lot has happened!
also, how long is combat meant to last and when does it quit? some times attacking a ship can last for ages but when I was in the middle of attacking a planet, it just stoped http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: SEV DEMO IS OUT!
Alarkif,
Right click on an object when it is selected to see all the applicable orders. This will help you to learn the hotkeys. Also make sure you have the help text on as it will allow you to find the orders you want faster. 'N' to re-name a planet when selected. Right click also allows easy access to many screens like cargo or the construciton queue. There is simultaneous ofc. The planet stats are fluff right now. The return key is enabled on many windows but not all. Also note you can dbl-click on most items to select and close. System display options under Empire Options is where you can turn off colony type selection. It's really only important if you're using ministers or something to ensure they build what you want. One turn's worth is less necessary as we have construction point spillover, but I guess for situations where you want to occupy the queue for just 1 turn it would be helpful still. You can make your own hotkeys. |
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arghhhhhh The progress bar for the download is going tooooo slowly! Why can't life be instantaneous!
(I am using torrent btw) Just griping... |
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One minor imperfection: if you upgrade a design and create it, you return to the available ship/unit design list with the new design highlighted.
Because you most probably want to make obsolete the old design this is one more unnecessary mouseclick. In SE IV the old design was already chosen to be obsoleted. |
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And your comments about the ship/unit design screen are spot-on. Defintely not user-friendly. Quote:
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Cool. Thanks. I used Bit Torrent and I am now exploring the game. It's decent looking. I'm having trouble finding where the facilities on my planet are listed other than scrap cargo area. I noticed current facilities/maximum facilities is listed as tonnage. 19000/20000. I have room for one more facilitie I think.
Update: OK. Right click on the planet image in the interface to get planet screen.Also, right click then choose report. Perhaps double clicking on planet in system should do this too. |
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I like the game setup menu in general. The only thing I miss from SE IV is the gradual 1% change you could make in increasing/decreasing racial characteristics. The fixed 5% option you have here is a little bit crude.
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We all want that back; with forumulas for cost it would be amazing.
I despise the fool who conviced Aaron to drop sliders from the racial setup. Their only fault in SE4 was poor cost settings http://forum.shrapnelgames.com/image...ies/tongue.gif |
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I was a bit confused about being able to choose tech during starting a game, it all costs thousands (i am talking techs instead of traits). is this for mods?
from what I have said since the beggining of this thread, for a demo that is limited, it has some annoying features that lead to nothing. |
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Tech points and racial points are separate and both are used in the normal game. The tech points are used to allow the player to select starting techs, while the racial points are used to select traits.
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some things I dont like... levels of ships, they seem to be in alphabetic order rather than order of how good they are, and it gets confusing as when you research them, if for example you take a top destroyer has more hull than a low destroyer.
this gets confusing, and I think that on all of them the cost should be changed so that it costs more, but the smallest destroyer should be bigger than the biggest frigate. it just gets a little bit confusing... :S edit - @kwok, well, first time I played it, and I got confused. cant cancel down any and start with it saying 2000 points when creating a empire, I couldnt increase any of the techs as they cost to much and it is greyed out to make any lower. I got confused, and I am sure others will to... I didnt realise what it was, and I was trying to get rid of one of the techs to get all the good benefits! |
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Note for those of you trying out the demo. If you find something that you don't like, or seems like it could be done better email Aaron and tell him about it! I can't stress that enough. Essentially, you're all second-line beta testers, and if enough complain about something, it has a much better chance of being changed, especially if the beta testers have been pushing for the same change. The power is in your hands! http://forum.shrapnelgames.com/images/smilies/cool.gif |
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The select your starting techs is a re-introduction from SE:III. I thought there was expanded help text that described the function of technology points?
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Also, is it just me, or is it more effiecent to put one engine of the highest tech and fill it all up with ions? for cost, it works out cheaper and you get the better benefits :S in SEIV, you had to have all of one type to get the benefits I thought.
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I'd have to agree with AMF's points. Also, to scrap facilities you have to search high and low, eventually ending up in the "Cargo Orders->Scrap Cargo" part of the menu. Took me some time to figure that one out.
So far I've been positively surprised though, and just about all the issues I have with the game has to do with the rather awkard/impractical GUI. |
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First impression of the AI by switching all AI empires to human control after 50 turns:
They have enough resources and a lot of ships. However they seem a little bit lost with the reaearch. Too many projects that will take very long to complete. And there is a problem with ship design: Although they have combat sensors and use them in sats, they don't use them in attack ships, not even in destroyers. They will have a hard time against my ships with level 6 ECM and combat sensors! http://forum.shrapnelgames.com/image.../firedevil.gif |
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There are a number of known bugs and inefficiencies with the AI research and design scripts. It's something that I expect will be addressed in the next few weeks. I have a balance/stock mod that has already done some work in this area to help out.
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no way. |
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I don't know. As I understand it the SE4 Ringworlds and Sphereworlds were a fairly last-minute addon. http://forum.shrapnelgames.com/images/smilies/happy.gif
Plus there's always patches. |
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No. But he can address a number of UI issues like the cargo screen and things of that sort. Aside from slot layouts, I haven't seen much complaints about the actual features themselves.
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I am a bit annoyed now by the construction layout.
I am trying to get it exactly like SEIV with facilities selected as I believe this is the best view (well at least for me with my gameplay style). I also used to like switching over to value view, so I know what resource buildings to build where. I find it annoying to look at each planet seporatly. I so far have name / status icons / under construnction / facilties / max facilities / move to. It is annoying that there is not the blue box on the galaxy view or even a blue box with a number, or best of all, in a unused area, it just says. I really want to have time remaining as a field, but there is not any room for it http://forum.shrapnelgames.com/images/smilies/frown.gif. Are facilities in the thousands for show, or will some actually take up diffrent space? if so, cant we have another field being facility x/x so it takes up less space. anyway... that was another ranting by wil! |
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@ fyron - so it is best to evanly put everything :S I thought the only thing that mattered was A I O, I didnt realise that there was a diffrence on position... He riped the combat engine right from starfury! anyway, I like it a bit better now, but it will take some getting used to.
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I really want to have time remaining as a field, but there is not any room for it http://forum.shrapnelgames.com/images/smilies/frown.gif.
Try clicking on the icon column header to reduce icon size; it often gives just enough room for another column. Are facilities in the thousands for show, or will some actually take up diffrent space? Like everything else Aaron adds, it isn't very well used in the stock game... but mods can make great use of variable sized facilities. |
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Ive already tried that, but I am already using it all!
The stock game is allright this time it seems. I emailed him, probably about a year or two ago about infinity research so you keep on building, and I love the fact that items are now based on tech level (seen some of the formulas) so you can in theory have a endless tech tree! (or up to 255... lets hope there isnt a hex limit or something like that!) SEV really should be advertised as a engine... and that the mods will keep you playing.... I played SEIV for ages on stock, and still like it occassionly, but the mods, I play for years upon years! SE is one of the best space strategy game engines! |
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"Infinite tech" is not as good of an idea as it may sound. http://forum.shrapnelgames.com/image...ies/tongue.gif
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why not?
for me the research side of the game was always the same... ship hulls + physics, then shields and beam weapons obviously a few others, but it was mainly this, then build the same style ships over and over again. I like the fact that this gives the game almost a open endness, and the fact that mods will be brilliant... I am thinking of hulls that get bigger and bigger (in game called minimturisation, despite being bigger :S), then components getting infinitely more powerful with increase in weight or get smaller if hulls dont get bigger... what I am trying to say is that tech will be endless and you will have to assign propor research colonies along with the normal running of the empire and always research new tech and constantly build new designs. I really really like it! when I say research colonies, I used to in SEIV build endless colonies that are just for research to get max research quickly, then scrap and build normally... dont know if I was the only one, but I very often, even on some of the big mods, got ALL research done within 100 turns http://forum.shrapnelgames.com/images/smilies/happy.gif edit - just looked, weapon mounts get more and more powerful whilst costing the same.... it is just brilliant having almost endless tech and the stock game will probably be brilliant let alone any mod! |
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Trust me. A well designed tree with 10-20 levels and appropriate research costs provides more than enough stuff to research for many a turn.
----- The problem in SE:V stock is that the tech levels are too cheap and the upgrades pointless until you've achieved several levels. This hurts the AI and players won't bother upgraded for several levels anyway. So pump up the cost and make each level potentially meaningful. ----- Although it should be possible in SE:V that you can automatic upgrades for X levels before a retrofit is required. Perhaps SJ can elaborate. |
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I understand, but once you do it, thats that. endless adds more fun!
dont get me wrong, I understand what you are saying, and mods like the star trek mod are brilliant, but imagine if the weapons go on for ever, shields match by going forever... it will just add a lot of variety, and people will have to take research seriously and have a propor strategy for it. edit - forgot to write, of course, there is no reason at all why people can not have mods that are not infinate. also, something funny... there is a complete unbalanced thing reguarding engines, it is both cheaper and better to add ion engines than supply storage, and you get a lot more, but not only that, on a big design, it is much cheaper to have all ions with one of the highest sort as you get all the benefits of it! |
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My idea is basically to replace all instances of "[%Level%]" (component level) in a component with the lower of either "current tech level of the empire" or "component level + N".
Where N can be whatever fits the mod. About N=5 for GGmod with 100 levels, or N=100 if I expand the techs with 100x more levels and 1/100th the cost per level. |
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bad bug found I think....
jacked photon engine level 1, resource cost is 1,200 when right clicked off of available components list, but it is only 400 when right clicked on ship... giving values of minerals. I am good at this sort of thing and done loads in this thread! why wasnt i a beta tester! edit - found it. it is when I set a component mount on, it gives all values x 4, even if it will not be affected by the mount. |
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Why is it so hard for people to see that a component specifically designed to store supplies and do nothing else should be better at that one focussed task than another component that provides movement as its primary task? |
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http://forum.shrapnelgames.com/images/smilies/happy.gif
lol! and it is better to have engines here, they provide more room and if you get hit loads, you have more engines as back up! maybe at a higher level resource storage gets increased at a much higher rate than ion engines? if not, then it is stupid. in the unmoded SEIV, wasnt it the same, or very similar, only you couldnt have over a certain ammount of engines? :S I am playing a PBW game, but I just can not think how engines worked off the top of my head... (been playing star trek mod), on that you can only have so many engines, but they perform much better! damn, it looks like you cant put on more than a certain ammount of engines! but still... I dont think its right they hold more supplies... |
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