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  #11  
Old January 13th, 2009, 12:09 PM
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Default 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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  #12  
Old January 13th, 2009, 12:51 PM
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Default 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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  #13  
Old January 13th, 2009, 08:06 PM
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Default Re: Space Empires V post-mortem

Quote:
Originally Posted by Spoo View Post
SE5 with SE4's graphics would have been a great game.
BINGO !!! That, in a nutshell, is exactly what I'd hoped for in SE5!
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  #14  
Old January 13th, 2009, 08:37 PM
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Default Re: Space Empires V post-mortem

Quote:
Originally Posted by Q View Post
Sorry but 15-20 seconds is definitely not "astronomical" in my opinion.
Um, that 15-20 second turn processing time is for Turn 1, in 2400.1; with no ships for everyone in the game, just their starting planets. If it's THAT bad then, how bad will it be when people have 30-40 ships?

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...
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  #15  
Old January 13th, 2009, 09:06 PM
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Post 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.
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  #16  
Old January 13th, 2009, 09:06 PM
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Default Re: Space Empires V post-mortem

Quote:
Originally Posted by Black_Knyght View Post
Quote:
Originally Posted by Spoo View Post
SE5 with SE4's graphics would have been a great game.
BINGO !!! That, in a nutshell, is exactly what I'd hoped for in SE5!
Yes that was my hopes also. The upgrade of formats was bound to cause a loss in the modding community. But I was hoping it would eventually catch up.
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  #17  
Old January 13th, 2009, 10:34 PM
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Default Re: Space Empires V post-mortem

There are quite a few SE5 shipsets.
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  #18  
Old January 14th, 2009, 12:22 AM
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Default 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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  #19  
Old January 14th, 2009, 01:37 AM
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Default 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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  #20  
Old January 14th, 2009, 03:10 AM
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Default 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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