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http://steamcommunity.com/sharedfiles/filedetails/?id=580225436
OH, I should note i'm using a windows 10... if that makes any difference.
Never mind. As you can see above, it appears to have self righted itself after I started a new game. but tiny sections of the sctor map still disappear if I zoom out far enough. In the screen shot there, that's just about as far I can zoom out before I lose a small piece of the grid closest to the top of screen.
I'd say the second screenshot you are looking at zoom issues more than anything as you shouldn't be needing to zoom that far out.
In the second shot after I tarted my new game, I didn't persay 'need' to zoom out that far. I was just testing he zoom function and that's the result I found. The missing grid sections doesn't seem to be a problem now. and the tiny part of the grid that's missing only seems to be so when I come out as far as I can. I'm quite looking forward to see how battle goes now :3 thankyou for the reply though, I appreciate it.
In the race creation panels, where you put down the History, physical description and social summary, would it be possible to extent the amount of text you can transfer from the note pad file it's saved on, into the ingame description itself.
At the moment it's limited to only a small paragraph, but on a personal note, if I realllly wanna put a good history description into it I find editting out the mistake tedious because I can't simply go into the note pad and do it from there, if the summary is more than a paragrah that is. The writter in m is woefully bugged on this issue. 3-10,000 characters should be possible and far more adequate for a decent history summary.
Plasma Shields should be more or less the same as regular shields. They're just an alternative for organic players to use in specific circumstances without haven't having to research the shield tech area. Haven't explicitly testing null shields but will do so.
This is caused by the SE5's pathfinding routine. The destination chosen for a given order will be considered safe (in AI script) but the actual route goes through dangerous WPs. From a script perspective I can't see the ship's routing so it's a longstanding problem. Enabled ships from memory works because the game's pathfinding will skip it akin to a marked minefield. Might be good to enable it by default. Hadn't thought about that "solution".
Alliances are broken in SE5. I always recommend to not use them. Interesting idea that wasn't fleshed out. Little ability to fix that from data file or scripting side.
This is from the strategies. Ideally the fleet should clear the planet of defenses first. Not sure if the behaviour can be fixed with the available settings.
Thanks.
From the script side, these planets are flagged for extra WPs. In practice, often get caught up in building other items (ie ships) and for whatever reason it's hit or mess. Either there's a ton or just a few. Will work on improvements.
To be honest, I wish I had dropped the incremental sizes of units in the beta. Since units can be upgraded, it's really better to just have a static small, medium and large. In that case I would a bit more flexibility to alter the sizes. I do find some of the sizes too small.
If you don't have stellar manipulation items, then none of the triggers for the AI to use it will be true, so it should be ignored.
This was a cheat to handle player's using fighters over troops exclusively to capture planets.
Will think about this one.
You can create a 3 line text file (.txt) and stick it in the SE5\SavedEmpires folder. On the description window, there's a load text button there that allows you to select the file. The first line is the physical description, second society and third history. Not sure if notepad has a limit on how long a line can be.
A thought probably more suitable for Nova. Have you thought about using Society type for things like organic races rather than the traits section?
Can you even check for society type in facilities/components?
As then you could have a single tech tree but which item you get on the tech tree is based on your 'society'. I.e. Technological gets the standard cannon, Crystelline gets the Shard cannon under projectile weapons technology header.
Also question on fighter weapons. Fighter versions of seeker weapons are direct fire, is this intentional that fighters have direct fire weapons that are longer ranges than ship direct fire weapons? As it causes fighters to orbit outside a ships direct fire weapon range and outside of PD range. Or should they be seeker type weapons also?
I can't check for society or government types in the data files, but I can use the racial trait scheme to do what you suggest. It's how ship hulls are currently done in the mod. Another modder recently sent me some data files they were working on and they used a similar scheme for a new racial trait but across all technology areas. The question would be though, would you restrict the standard item (no DUC for you Crystalline!) from the racial trait player or would they get both items (ie DUC + Shard) for the research cost of the tech area? If you discount tech trades, right now they "pay" for both.
They are direct fire intentionally. This is a bit of a cheat to avoid introducing all sorts of extra mini point-defense weapons for fighter/troop units. In practice, the success rate of the mini seekers is about the same as it would be with expanded point-defense.
That way you can create significantly different races easily.
I was looking at Society in order to force a single choice though, and then value all the choices equally. Where as racial traits you can obviously end up with multiple. I guess you could use a 0 or 500 point racial trait pick for 'Standard Technological' which allowed DUC and then the player gets to chose if they want that as well, and make sure to give it to all the races you want to have access to it also.
That way you don't disallow anything, but you allow based on which racial traits they've taken, works smoother with multiple racial trait types.
Thought for potential work around. Could you give a race a racial trait via script if they have a particular society &/or Government, on the first turn? If it won't work inside the data files it should still work inside the scripting files right? And then you can just award the trait that the data files can then use.
I was also going to eliminate temporal myself, as it seems well.... any race with control over time should win since they reached space well before any others. And replace it with some other options. Cybernetic perhaps? Really good at repair and troops/ship combat. Since going for the whole tech tree religious might have issues as well as it wouldn't be very different from the standard for the most part.
Ayye, I thought about that too, but if you save it that way then the text gets dumped into it's respective slot as one big blob, instead of a structured, cohesive and informative background for the race. Which is fine for single player, but on multiplayer it's no good. The only real workaround I've found is to edit it in to txt file, and then type it, word for word into the history summary.
Probably I have a few days left till the game starts, giving me time to make it look a bit more appealing.
CaptainKwok, you would be of course more than welcome to join our game or if you ever start a game like your rise of the xiati empire as a multiplayer game I would directly join you. May be just 4 active players + ai, in order to make it fast moving.
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The v1.20 "Gamma" is almost ready. Aside from some fixes for data file errors and some script fixes, there's also the new AI empire strategy scheme being implemented. This ties into the new yearly AI performance review which provides the AI feedback on its progress over the last 10 turns plus overall standing in the quadrant. Depending on its performance, new modifiers are being added to adjust it's overall strategy. The generally empire strategies are in the process of being linked to the empire's construction, ship/planet orders and diplomacy functions right now. There's also the combat performance modifiers being enacted, which take combat history (just W&Ls) to help direct ship design philosophy (ie seeker heavy, direct fire, small vs big etc).
I wonder how sev would do with a little make up -> hd like age of empires and your work of course as a proper dlc or part of the game.
It feels like that only tiny bits are missing to make it a popular game.
Like the 'features' in the data files to have leaky shields & armour, where armour takes 95% and leaks 5%, that never actually got implemented into the coding.
:)
Kwok, if you need some beta people (to mainly comb the data files I imagine and check for errors like I found before since any larger beta testing would take forever), sing out.