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February 12th, 2007, 02:53 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
Thanks: 0
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Re: Some random SE:V questions
Do you guys include population on your colony ships? Ive been noticing allot of 0 population colonies if they are not in the primary system.
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February 12th, 2007, 03:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Some random SE:V questions
Be careful when using the Move To order with colony ships as it will not load population automatically as the Colonize order does. In stock there is also a 1M auto-colonization amount, but this is not in the Balance Mod or some other mods.
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February 12th, 2007, 03:50 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Some random SE:V questions
That is probably the issue. I tell the colony ship to 'warp ' at the warp point since it exploring too.
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August 4th, 2007, 07:55 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Some random SE:V questions
- When an empire surrenders to me, its ships keep their orders; even the silly ones like retrofitting to a design that I don't have. Is there any way to have a surrendered empire clear all its orders automatically?
- Has anyone got the Transport Minister to work yet? Details, please, for getting him to work.
- Is there a formation creator/editor out there? or is there a formation mod that adds lots of them?
- Is there another beta history.txt file around for anything beyond 1.45?
- Is the 1.45 fleet transfer screen any better? I understand that you are now supposed to be able to see/select TF leaders, but what about the other clunkiness?
- (edit) oh yeah, one more: does anyone know how to get the "Join Fleet" order to work? It seems to work for the AI. Stock hotkey is CTRL-V.
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Slick.
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August 4th, 2007, 10:30 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
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Re: Some random SE:V questions
1.46 has some good fixes on ringed planets combat, experience and retreat.
1.47 fixes 1.46.
I think Kwok will post the full list as soon as SEV.com is working again.
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August 4th, 2007, 11:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Some random SE:V questions
Version 1.45:
1. Fixed - Having more than 20 fleets would sometimes cause an access violation.
2. Fixed - An Access violation would occur occassionally after combat with a fleet.
3. Fixed - The game would report that "data files had been modified" when starting a
Simultaneous Turn game.
4. Fixed - The Space Combat Simulator would crash if a design from an Alliance was present.
5. Fixed - The log event for "facility not upgraded" had no picture.
6. Fixed - You can no longer login with a password if your empire's password is blank.
7. Fixed - Ground combat was always getting the maximum number of militia.
8. Fixed - Mines were not cloaked.
9. Added - Task Force Leader is now displayed on the Fleet Report.
10. Added - "Set TF Leader" button to the Fleet Transfer window.
11. Changed - On the Set Construction Queue window, the Available Items list will now show "Sys/Exist" and "Sys/Queue"
for Facilities, Ships, and Units. "Sys/Exist" displays the number of items of this type in existence in
this solar system out of the total in your empire. "Sys/Queue" displays the number of items of this type
queued up in this solar system out of the total queued in your entire empire.
Version 1.46:
1. Fixed - Bolt weapons were sometimes not firing on ringed planets.
2. Fixed - Ships were not auto-moving to the correct position for firing on ringed planets.
3. Fixed - Ship Experience was not always being applied.
4. Fixed - Fleet Experience was not always being applied.
5. Fixed - Experience effects were not showing in the abilities list.
6. Fixed - For Ship and Fleet Experience abilities such as "Combat To Hit Offense" and "Combat Morale",
your vehicle gets the higher value of the ship or the fleet experience.
7. Fixed - You can now Fire On And Destroy unit groups.
8. Fixed - Some cheat codes could still be used when the "Cheat Codes Allowed" was off.
9. Fixed - Filling a construction queue from a saved queue could clear emergency settings.
10. Added - When order files are loaded by the game, if there are any errors they will be displayed in a list to the host.
11. Fixed - Ships with a strategy of Never Retreat would not move away from danger in combat.
12. Fixed - Carriers that have launched units in combat should not retreat unless compelled to.
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August 4th, 2007, 11:50 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Some random SE:V questions
I take it the other questions don't have a player-friendly answer.
- Is having a spaceyard the only way to repair facility damage? If so, this is just silly.
__________________
Slick.
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August 5th, 2007, 07:09 AM
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Corporal
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Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
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Re: Some random SE:V questions
No, check the repair bays description, I think they can repair facilities too...
For now you have to edit formations manually.
I'd like to know too about Join Fleet.
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August 5th, 2007, 02:55 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
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Re: Some random SE:V questions
Lovely. So planets can construct facilities from scratch, many of them in one turn, with no special abilities. But planets can't repair facilites at all without something in the sector with the "repair facilities" ability. I bet it takes longer than 1 turn to repair too. 
__________________
Slick.
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August 5th, 2007, 04:11 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Some random SE:V questions
So mod it in. SE4 stock was filled with just as many stupid things as SE5.
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