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Some of the more significant changes have been the removal of gradual unit sizes and instead just fixed sizes for small, (medium) or large. Launching has been decoupled from cargo storage, so players can ratio launch rates and storage as desired. A new racial trait was added (Interdimensional) plus a few new components. I've also created new or enhanced original weapon sound effects across the board.
If you're on discord, consider visiting the Balance Mod channel. Many of the details below or other new ideas are often discussed.
As usual the timeline has drifted a bit!
I'd love if someone remade this game for modern day, I enjoyed this game so much, it is just so much fun to have so much power at your fingertips, to be able to play the way you want too, for things like minefields to be useful and have satellites and defense platforms to defend key locations and have surface to space defenses and such.
I miss this game so much
This is probably off topic, but I'm having trouble building a sphereworld. I have a baseship with Sphereworld Generator in same sector as 10 Plate Bases (with 1 Planetary Gravity Plating component each) and 10 Cable Bases (with 1 Hyper Density Cables component each) in a system that was a nebula until I dispersed the nebula and created a new star. They're all 4 sectors from the star. Nothing else is in the system except 1 colony ship 8 sectors from the star.
With the Sphereworld baseship selected, I select the Stellar Manipulation Orders, then Create Stellar Construction. The message "Please select target for Construct Planet order..." appears at the top of the screen. If I select the location of the components as the target, nothing happens. If I select a sector nearby, nothing happens. If I select the location of the star, I get the message "Ship Sphereworld Ship 0001 cannot construct because there is no star at these coordinates."
I started this game with Balance Mod 1.20, and just updated it to 1.24. I got the same results in each version. I have not yet ended a turn with 1.24. Am I doing something wrong? I know I made a Sphereworld once, but it may have been in a Standard SE5 setup. Any help from anyone would be much appreciated.
On the subject of input for v 1.25, I have a couple of ideas:
1. The AI seems almost pathetic. I usually find it possible to get nearly all the AIs to be very friendly to me - nonaggression, trade, and one-sided technology transfers. This continues until I'm ready to conquer them, at which point I break the treaty and begin conquest. This action doesn't seem to affect my standing with any of the other AIs I have treaties with. It doesn't provoke a reaction from AIs allied to my new target. It allows me to get all technologies that anyone else gets, thus cementing a technological lead. The game would be more interesting if AIs were less willing to make one-sided deals, and if treaties between AIs had some obvious impact. And if AIs were more inclined to initiating hostilities. I use "Computer Player Difficulty: High" and "Computer Player Bonus: Low" as setup options.
2. The graphics in v1.24 seem less appealing than the ones in v1.20. Specifically, the system display is harder to see in v1.24. The green lines for the sector hexes are dimmer. The highlight for the active sector has relatively low contrast with the "normal" sector lines, so it can be hard to find the highlighted sector. This is especially trying when "zooming" from a news item to the planet or battle location referenced in the news item.
3. Also in the area of graphics, the tactical display is too "zoomed in" in v1.24. It's hard to see enemy ships and friendly ships in the same frame, unless the range is very short. It's hard to see a useful part of a large battle.
4. It would be interesting to allow the "nonaggression" choices in Diplomacy to be one-sided like the other choices are. For instance, I can have an agreement where the other empire shares their technology but I don't share mine. But I can't have an agreement where I can settle in their systems but they can't settle in mine. Can this be added?
There is a file ModAITreatySettings.txt that was added with the following settings:
I recommend disabling a few for better games like the sharing of technologies. This adds in three ways 1) The AIs maintain more distinct technologies from each other and 2) Let's AI players use their bonus to keep ahead of players technologically and 3) Prevents players from exploiting the share technology element.
There is no way to change the treaty elements of the non-aggression clause, so if you don't like co-mingling then set both allow/offer colonization to FALSE. This also helps players create distinct areas of control, versus the hodge podge of AI players that you usually get.
There's going to be a bit of a re-haul for AI diplomacy in v125. On average, AI players will be more skeptical of human player interactions.
You don't see too much of a reaction in the situation you describe because at first you're friends with a group of AI players and there's no obvious reason for them to be mad. So what happens is that they are relatively happy with you and you are also friends with their friends, so that reinforces their positive mood. Even when you break off with one of them, the penalty might be drown out the positive effects from the fact your still friends with most of them.
The grid shift was pretty subtle - at least on my display it's still very obvious. You can always alter the colours though in Settings.txt (Background Hex settings) if you want something else.
Is this part of base game or the new Balance mod 1.25?
I don't know if this is possible, but in old MOO2 if you took a planet, you could get a tech from the enemy, not sure if you can do that in Space Empires 5. That would be nice to see. I feel mine gameplay should be changed, so if you have high levels in mines, you need higher levels in detection in order to detect the mines to even sweep the mines. In other words, mine sweeping should have a high dependency on detection, but right now I think that isn't the case. You can sweep mines no matter how high tech mines are.