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<title>Spaceempires.net Forums - SEIV Spaceport</title>
<link>http://www.spaceempires.net/forum-4.html</link>
<description>Latest 25 posts on the SpaceEmpires.net forums.</description>
<language>en-us</language>
<managingEditor>admin@spaceempires.net</managingEditor>
<webMaster>admin@spaceempires.net</webMaster>

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<title>Problem running Fusion mod</title>
<description><![CDATA[The problem is that when we put together Fusion we built it off an existing mod that already had tweaked AIs but we didn't know what they were. And since we have only played multi-player games with no AI's we haven't found all the AI errors like this. We found most, but appartenly not all.<br />
1) yes, that is a typo with an extra 'p' in "supply"<br />
2) The name of the Formation should be "Launch Swarm" not "Swarm"<br />
3) We renamed the colony tech area names which is most likely causing the  research.txt error. I know I corrected that same issue with most other AI files but I must have missed the Fazrah... oops.<br />
<br />
I've added these to the fix list.]]></description>
<pubDate>Wed, 23 May 2012 11:14:17 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69584.html#69584</link>
<guid>http://www.spaceempires.net/ftopicp-69584.html#69584</guid>
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<title>Problem running Fusion mod</title>
<description><![CDATA[It's with in-game AI since this doesn't happen with any other mod I play (well the only other mod I play is AST :P ) or the vanilla game.]]></description>
<pubDate>Tue, 22 May 2012 16:59:32 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69579.html#69579</link>
<guid>http://www.spaceempires.net/ftopicp-69579.html#69579</guid>
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<title>Problem running Fusion mod</title>
<description><![CDATA[Is this issue with an in-game AI, or one not part of the mod?]]></description>
<pubDate>Sun, 20 May 2012 22:34:45 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69562.html#69562</link>
<guid>http://www.spaceempires.net/ftopicp-69562.html#69562</guid>
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<item>
<title>letsdance's rebalance mod</title>
<description><![CDATA[still not finished :D i did some changes, that i'm very happy with, but that require more AI modding. i'm using all 38 TDM AIs, and i have to heavily mod them all. this takes very much time. but i think it's worth it. i'm making constant (well, every 3 weeks) progress and i will finish this =) but not yet...<br />
<br />
i hope to have a release done in 3 weeks.]]></description>
<pubDate>Sun, 20 May 2012 16:37:55 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69561.html#69561</link>
<guid>http://www.spaceempires.net/ftopicp-69561.html#69561</guid>
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<item>
<title>Problem running Fusion mod</title>
<description><![CDATA[They all look like AI related errors, so they might not come up in a multiplayer game.]]></description>
<pubDate>Sat, 19 May 2012 16:01:00 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69551.html#69551</link>
<guid>http://www.spaceempires.net/ftopicp-69551.html#69551</guid>
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<title>Problem running Fusion mod</title>
<description><![CDATA[Odd, I've never encountered any of these issues! Thanx for pointing them out so we can try to find and fix them.<br />
<br />
I've been running a game for the mod on PBW2, and so far nothing like this has popped up anywhere.]]></description>
<pubDate>Fri, 18 May 2012 18:12:14 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69537.html#69537</link>
<guid>http://www.spaceempires.net/ftopicp-69537.html#69537</guid>
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<title>Neostandard question</title>
<description><![CDATA[Thanks for the help everyone!]]></description>
<pubDate>Fri, 18 May 2012 00:41:25 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69523.html#69523</link>
<guid>http://www.spaceempires.net/ftopicp-69523.html#69523</guid>
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<title>Neostandard question</title>
<description><![CDATA[Well I figured a colony ship is right now basically no different from a small transport, except for the more unique component requirements (a small transport can mount a considerable number of any unit launching component), so to make them actually unique I decided to make the colony units prebuilt, and therefore smaller and cheaper, or at least, a colony ship hull is cheaper and has more free spaces than would a small transport hull if you fitted a colony module to it.]]></description>
<pubDate>Thu, 17 May 2012 13:36:06 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69509.html#69509</link>
<guid>http://www.spaceempires.net/ftopicp-69509.html#69509</guid>
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<title>Neostandard question</title>
<description><![CDATA[Why do you need separate colony ship hulls for each planet type? Is this to prevent refitting from a rock colony ship to an ice colony ship or something?]]></description>
<pubDate>Thu, 17 May 2012 10:32:11 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69504.html#69504</link>
<guid>http://www.spaceempires.net/ftopicp-69504.html#69504</guid>
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<title>Neostandard question</title>
<description><![CDATA[[quote:029e55f16d="Fyron"]There are way too many images specified as it is, especially if you consider the "Neostandard++" as well. Every additional image you ask for adds that much more work to getting a "completed" set, further reducing the desire of shipset authors to make any of them at all.Oh I understand that, it's just that I would have cheerfully handed in half the images from the rest of it for a single extra Weapons Platform.<br />
<br />
In my own probably-never-going-to-be-completed mod I've gone the other way, I've got it down to:<br />
- Six main ships<br />
- The stock number of carriers and transports<br />
- Three colony ships, one for each planet type (colony ships are cheaper have more useful space than sticking a colony module in a small transport).<br />
- The stock number of bases<br />
- Four/five fighters, the standard three plus a 'gunboat', maybe two (those use the escort artwork), with only the large fighter and the gunboats being big enough to mount the engine for out-of-combat travel.<br />
- Stock numbers for all the other units, although the drones are completely reworked as heavy missiles.]]></description>
<pubDate>Thu, 17 May 2012 03:12:24 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69502.html#69502</link>
<guid>http://www.spaceempires.net/ftopicp-69502.html#69502</guid>
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<title>Neostandard question</title>
<description><![CDATA[SE5 neostandard? Huh, I completely forgot that that existed... does anyone even follow it? :P]]></description>
<pubDate>Wed, 16 May 2012 17:18:30 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69498.html#69498</link>
<guid>http://www.spaceempires.net/ftopicp-69498.html#69498</guid>
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<title>Problem running Fusion mod</title>
<description><![CDATA[The second one is looking for a formation which isn't in formations.txt you need to copy the Swarm formation into our formation.txt file.<br />
<br />
And the last line is in Fazrah_ai_research.txt, possibly a double linefeed after an entry.]]></description>
<pubDate>Wed, 16 May 2012 12:26:59 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69488.html#69488</link>
<guid>http://www.spaceempires.net/ftopicp-69488.html#69488</guid>
</item>

<item>
<title>Neostandard question</title>
<description><![CDATA[There are way too many images specified as it is, especially if you consider the "Neostandard++" as well. Every additional image you ask for adds that much more work to getting a "completed" set, further reducing the desire of shipset authors to make any of them at all. This is why we kept the list smaller for the SEV Neostandard set, for example.]]></description>
<pubDate>Wed, 16 May 2012 12:24:01 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69487.html#69487</link>
<guid>http://www.spaceempires.net/ftopicp-69487.html#69487</guid>
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<title>Problem running Fusion mod</title>
<description><![CDATA[The first error looks like a typo in the mod - there's an extra "p" stuck into a "Solar Supply Generation" ability.<br />
<br />
The other two, I'm not sure...]]></description>
<pubDate>Wed, 16 May 2012 12:07:18 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69485.html#69485</link>
<guid>http://www.spaceempires.net/ftopicp-69485.html#69485</guid>
</item>

<item>
<title>Problem running Fusion mod</title>
<description><![CDATA[I downloaded and started up a new game with fusion mod. but when I end turn I get errors like these.<br />
<br />
http://i198.photobucket.com/albums/aa289/Sigma_011/b1.png<br />
http://i198.photobucket.com/albums/aa289/Sigma_011/b2.png<br />
http://i198.photobucket.com/albums/aa289/Sigma_011/b3.png<br />
<br />
Apparently there's an issue with the AI compatibility with this mod?]]></description>
<pubDate>Wed, 16 May 2012 09:03:00 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69483.html#69483</link>
<guid>http://www.spaceempires.net/ftopicp-69483.html#69483</guid>
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<title>Neostandard question</title>
<description><![CDATA[[quote:8184275022="MattII"]One thing that's always puzzled me about Neostandard, why don't we get at least one more size up on Satellites, Drones and WPs (the latter is the most annoying since the other two have a generic image)?<br />
<br />
Because very few shipset designers have produced all the images.  One of the few sets to have all the images is the Sev shipset (there are a couple of others) , which can be found in the shipyards.  It's relatively simple to change a few lines in the Vehicle_Size.txt to use the extra images when available e.g.<br />
<br />
Primary Bitmap Name           := Satellite <br />
Alternate Bitmap Name         := Satellite <br />
<br />
becomes<br />
Primary Bitmap Name           := LargeSatellite <br />
Alternate Bitmap Name         := Satellite <br />
<br />
but you'll almost never see any difference.]]></description>
<pubDate>Wed, 16 May 2012 01:19:34 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69481.html#69481</link>
<guid>http://www.spaceempires.net/ftopicp-69481.html#69481</guid>
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<item>
<title>Neostandard question</title>
<description><![CDATA[One thing that's always puzzled me about Neostandard, why don't we get at least one more size up on Satellites, Drones and WPs (the latter is the most annoying since the other two have a generic image)?]]></description>
<pubDate>Wed, 16 May 2012 00:34:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69478.html#69478</link>
<guid>http://www.spaceempires.net/ftopicp-69478.html#69478</guid>
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<item>
<title>Empires At War (Star Wars) Mod</title>
<description><![CDATA[Sorry for bumping an old topic but I'm curious about this mod, did you give up on it? :(]]></description>
<pubDate>Tue, 15 May 2012 22:31:36 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69477.html#69477</link>
<guid>http://www.spaceempires.net/ftopicp-69477.html#69477</guid>
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<title>Neostandard question</title>
<description><![CDATA[Read this for detailed info:<br />
<br />
Neostandard SEIV]]></description>
<pubDate>Tue, 15 May 2012 14:41:41 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69476.html#69476</link>
<guid>http://www.spaceempires.net/ftopicp-69476.html#69476</guid>
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<title>Neostandard question</title>
<description><![CDATA[Using them in a game? Same as any other shipset!<br />
<br />
Using them in a mod you're creating? Make sure to specify neostandard names for the pictures for your ship hulls!]]></description>
<pubDate>Tue, 15 May 2012 12:50:45 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69475.html#69475</link>
<guid>http://www.spaceempires.net/ftopicp-69475.html#69475</guid>
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<title>Neostandard question</title>
<description><![CDATA[So how does one go about using neostandard shipsets? I can't say I know much about it. The original dogscoff site seems to be gone as well.<br />
<br />
Thanks!]]></description>
<pubDate>Tue, 15 May 2012 12:47:15 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69474.html#69474</link>
<guid>http://www.spaceempires.net/ftopicp-69474.html#69474</guid>
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<title>Resource Gen Modifier System facilities don't work?</title>
<description><![CDATA[O I C. Thanks!]]></description>
<pubDate>Thu, 03 May 2012 17:21:18 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69376.html#69376</link>
<guid>http://www.spaceempires.net/ftopicp-69376.html#69376</guid>
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<title>Resource Gen Modifier System facilities don't work?</title>
<description><![CDATA[The resource production listed on the planet screen doesn't reflect the system abilities. Compare the totals in the empire report with and without the facility. This is a long standing bug.]]></description>
<pubDate>Thu, 03 May 2012 17:02:04 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69375.html#69375</link>
<guid>http://www.spaceempires.net/ftopicp-69375.html#69375</guid>
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<item>
<title>Resource Gen Modifier System facilities don't work?</title>
<description><![CDATA[I noticed that some facilities that I made that were supposed to boost resource production system-wide did not seem to be working.<br />
<br />
Coulnd't figure out why my versions wouldn't work, so I set up a test of a stock version (System Eco Farms) and that does not seem to have any effect at all on organics harvested in the system.<br />
<br />
I built a sphereworld in a new system, added enough pop for 100% production, built a 1000 point Org Farm (to keep the numbers round). Sphereworld org %age is 150%, and Happiness adds 20%, so default production for this planet is 1800 orgs (1000*1.5*1.2).<br />
<br />
Added a System Eco Farm - no improvement.<br />
<br />
OK, maybe it needs to be on a different planet in same system? Deleted it from the sphereworld, colonized another planet, built System Eco Farms there - still no effect on org production at the sphereworld.<br />
<br />
Tried upgrading to System Eco Farms II and then III - no help from either one. <br />
<br />
I haven't yet done tests of the analogous faciities for mins/rads/research/int. Has anyone else checked these out to see if they work?<br />
<br />
Or is there something I'm missing on how these are supposed to work?<br />
<br />
(Planetary Eco Farms work fine, it is just the System variety that isn't working - and I deleted the planetary version before testing the system version.)]]></description>
<pubDate>Thu, 03 May 2012 15:13:24 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69372.html#69372</link>
<guid>http://www.spaceempires.net/ftopicp-69372.html#69372</guid>
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<title>AIs using population transports properly?</title>
<description><![CDATA[Yeah, I was afraid there would be an issue with incessant messages.  I might test the concept but I'm pretty sure it's a loser.  Oh well.   :?]]></description>
<pubDate>Thu, 03 May 2012 08:32:37 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69365.html#69365</link>
<guid>http://www.spaceempires.net/ftopicp-69365.html#69365</guid>
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