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January 12th, 2009, 06:09 PM
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Lieutenant Colonel
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Space Empires V post-mortem
I've tried many times over the years since it's release in 2006 to play SEV in single player mode; including some attempts with the latest 1.77 patch.
In all my attempts; they've ground to a halt after about 10-15 turns into the game; simply because of the ASTRONOMICAL time to compute a turn, even with the latest patch, compression disabled, and multi-threading enabled on a Intel Core 2 Quad Q6600.
Compared to Space Empires IV Deluxe, which I got for free with my SEV Purchase:
-- it takes a while to generate a quadrant map, even a small one; whereas with SE IV Deluxe, you can generate a large quadrant map in a second or two.
--running a human vs AI game in SEV is an exercise in sadomachoism, it takes at best 15-20~ seconds to generate a turn with 10 AI players, while in SE IV Deluxe with 17 AI players, about 2-3 seconds; depending on what happens; AT THE BEGINNING of the game.
This is critical, because at the beginning of a normal game; you are going to spend a LOT of turns waiting for R&D to finish developing, ships to be built, etc.
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January 12th, 2009, 06:51 PM
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Captain
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Re: Space Empires V post-mortem
Regrettably, I agree with you completely.
These, and several other points, are why SE5 seems stillborn to me. It just never worked for me in the way SE4 did, and never had what it took to grab me and keep my attention and ongoing interest.
Too bad too, it could've had so much potential.
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January 12th, 2009, 07:06 PM
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Shrapnel Fanatic
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Re: Space Empires V post-mortem
Actually I like games with long processing times. It keeps me from starving, starving my kids, starving my pets, exploding my bladder, etc etc. In other words I need games that make my look up and look around at least a couple times every hour. I can check work-windows and such.
But SEV still hasnt hooked me either. I admit I havent tried the latest patch or looked at the mod list yet. Are the mods for SEIV in SEV yet? Not specifically but do we have really large galaxies? Do we have lots of nations? I really didnt need the fancy graphics, sound, and box-on-the-shelf. Id much rather have had the more moddable version.
IMHO
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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January 12th, 2009, 08:28 PM
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Lieutenant Colonel
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Join Date: Jun 2005
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Re: Space Empires V post-mortem
Quote:
Originally Posted by Gandalf Parker
Actually I like games with long processing times. It keeps me from starving, starving my kids, starving my pets, exploding my bladder, etc etc. In other words I need games that make my look up and look around at least a couple times every hour. I can check work-windows and such
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The problem is that Space Empire's design as it is, ensues a lot of "Dead turns", where you're exploring solar systems at the beginning of the game, waiting for ships to be built (3 turns a ship), or waiting for your research to crank over, etc.
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January 12th, 2009, 09:10 PM
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National Security Advisor
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Re: Space Empires V post-mortem
The movement phase is a lot more taxing in SE5 versus SE4. Not only are the systems 3 times larger and the average movement amounts 2 times more, the game also has to update the sight and pathing for each ship every single movement.
SE5 in simultaneous mode is a lot quicker than sequential. On a non-Vista system, it's not far off SE4 speeds.
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January 12th, 2009, 10:12 PM
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Lieutenant Colonel
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Join Date: Jun 2005
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Re: Space Empires V post-mortem
Quote:
SE5 in simultaneous mode is a lot quicker than sequential. On a non-Vista system, it's not far off SE4 speeds.
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If by "not far off", you mean taking 3 times the length of SE4 speeds, yep.
It seems the only way to get a reasonably workable SE5 game is to start your games with SE4 Sensor settings: "Players can see all sectors of any system they are currently in"; which eliminates one of the major changes of SE5 -- making sensors actually useful.
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January 13th, 2009, 02:37 AM
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Shrapnel Fanatic
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Re: Space Empires V post-mortem
Quote:
Originally Posted by Gandalf Parker
Id much rather have had the more moddable version.
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Not entirely sure what that means, but SE5 is much more moddable than SE4. Formula-based data files, a scripting language for AI and events, etc. It's just much more painful to play.
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January 13th, 2009, 05:21 AM
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Colonel
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Re: Space Empires V post-mortem
Sorry but 15-20 seconds is definitely not "astronomical" in my opinion. I spend much more time to make my turn than processing the turn, even in games as advanced as 2450.0!
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January 13th, 2009, 07:47 AM
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Second Lieutenant
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Re: Space Empires V post-mortem
Quote:
In all my attempts; they've ground to a halt after about 10-15 turns into the game; simply because of the ASTRONOMICAL time to compute a turn....running a human vs AI game in SEV is an exercise in sadomachoism, it takes at best 15-20~ seconds to generate a turn with 10 AI players,
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You're like the guy who has to microwave a pop tart because he can't wait for the toaster [/brianreagan]
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January 13th, 2009, 11:00 AM
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First Lieutenant
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Re: Space Empires V post-mortem
The thing the bugs me the most about SE5 is the system view. In SE4 I could clearly see where all of my ships were at a glance. Now I have to rotate and zoom/unzoom to find them all.
SE5 with SE4's graphics would have been a great game.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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