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<item>
<title>What do you want to see in a Star Trek mod?</title>
<description><![CDATA[I'm not sure how useful a macro would be.  Each race has a unique set of techs available.]]></description>
<pubDate>Sat, 04 Feb 2012 14:23:24 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68086.html#68086</link>
<guid>http://www.spaceempires.net/ftopicp-68086.html#68086</guid>
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<item>
<title>What do you want to see in a Star Trek mod?</title>
<description><![CDATA[stages 2 and 3 can be modded much faster if you use a macro program for tech tree, little late to say now but I once made one for my mod before being too lazy to do the rest :P<br />
<br />
When you think the next release will be?]]></description>
<pubDate>Sat, 04 Feb 2012 12:38:03 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68085.html#68085</link>
<guid>http://www.spaceempires.net/ftopicp-68085.html#68085</guid>
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<item>
<title>What do you want to see in a Star Trek mod?</title>
<description><![CDATA[Okay, so future plans for the mod.<br />
<br />
Mod development is currently planned for several stages.<br />
<br />
Stage 1: add new main races.<br />
Planned additions for next version:<br />
Acamarians:  I might go through with my idea of having them use the minor race shipset, might not<br />
Andorians: Kwayne's Vux shipset<br />
Bajorans: Sith shipset<br />
Kazon: not sure here either.<br />
Suliban: Needs to be something with a theme involving ships made from ovoid pods, but I'm not sure what set<br />
Voth: Ancient shipset<br />
Vulcans: Vulcan shipset<br />
Xindi: I'm not sure but it needs to be something diverse, I might use the Wraith set though.<br />
<br />
Step 2: rebalance races<br />
a lot of the existing races are currently underpowered and I didn't do a very good job of balancing some of them.<br />
<br />
step 3: AI support<br />
mostly cloning entries for what techs to use, but... time consuming.<br />
<br />
step 4: Scenarios<br />
I might get to it.  or I might just make a map of the alpha and beta quadrants.]]></description>
<pubDate>Sat, 04 Feb 2012 11:59:19 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68084.html#68084</link>
<guid>http://www.spaceempires.net/ftopicp-68084.html#68084</guid>
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<item>
<title>The question of battlecruisers.</title>
<description><![CDATA[[quote:6fe599b9e0="SouthernCrosser"]Certainly this wasn't the case later on but the thought behind a would be a ship that cruises like a cruiser but blasted something like a battleship. A more menacing creature with the flaw of not having heavy armor to back itself up.<br />
<br />
You could simulate this as the game stands by just putting more guns on the BC (versus the CA) while keeping the defenses the same.  Personally I usually do it the other way around (same guns but more shields) but whatever floats your spaceship.   :wink:]]></description>
<pubDate>Sat, 04 Feb 2012 09:26:37 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68083.html#68083</link>
<guid>http://www.spaceempires.net/ftopicp-68083.html#68083</guid>
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<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[Hunh, i guess I'll have to remember that...]]></description>
<pubDate>Sat, 04 Feb 2012 06:49:29 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68082.html#68082</link>
<guid>http://www.spaceempires.net/ftopicp-68082.html#68082</guid>
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<item>
<title>Modding Question</title>
<description><![CDATA[Strange.  My copy of SEV has all those variable and functions in the manual.  I looked up the page number before replying to the question.]]></description>
<pubDate>Sat, 04 Feb 2012 03:23:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68081.html#68081</link>
<guid>http://www.spaceempires.net/ftopicp-68081.html#68081</guid>
</item>

<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[[quote:e779140fb9="marhawkman"]well, you could move in under cloak, wait, then next turn decloak and go boom.<br />
<br />
That's the Tribble way  :)<br />
<br />
Movement over 30 is still useful in combat, even though you can only move once/day.]]></description>
<pubDate>Sat, 04 Feb 2012 03:20:44 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68080.html#68080</link>
<guid>http://www.spaceempires.net/ftopicp-68080.html#68080</guid>
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<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[well, you could move in under cloak, wait, then next turn decloak and go boom.]]></description>
<pubDate>Fri, 03 Feb 2012 23:37:19 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68079.html#68079</link>
<guid>http://www.spaceempires.net/ftopicp-68079.html#68079</guid>
</item>

<item>
<title>The question of battlecruisers.</title>
<description><![CDATA[[quote:9afcbf56e8="SuicideJunkie"]Just go with QNP, have scale mounts available for all hulls and all weapons, and let 'er rip.<br />
<br />
If you build something that's moderately big, and put a decent mix of shields engines and guns on it, you've got a cruiser.<br />
If you trade off half the shields for bigger guns then its a battlecruiser.<br />
If you trade off some drives for the bigger guns, then its a battleship.<br />
If you crank up the size and put the new space into guns and armor it becomes slower and is a dreadnought.<br />
<br />
If you balance the bonuses and/or price vs size right, then everything is useful.<br />
<br />
GritEcon, for example, had the price of a ship be proportional to the square of its size, but maintenance costs were about the same regardless of size.<br />
<br />
If you need lots of cheap guns now, you build little things and throw them into the fight.<br />
If you're at peace, you build great big ships that take 25x longer to construct but are 5x more cost effective in battle.<br />
In times of uncertainty, you build medium sized stuff that you can get out the door in a reasonable time, but still has some cost effectiveness.<br />
<br />
An interesting thought. One to add to this about battlecruisers are how I usually construct them. I usually add a solar sail to them to have them a bit faster but indeed it does trade off for armor. <br />
<br />
Something they're immensely useful for if they're the fast guns are absolutely hunting down fleeing colony ships.]]></description>
<pubDate>Fri, 03 Feb 2012 20:40:39 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68078.html#68078</link>
<guid>http://www.spaceempires.net/ftopicp-68078.html#68078</guid>
</item>

<item>
<title>The question of battlecruisers.</title>
<description><![CDATA[Just go with QNP, have scale mounts available for all hulls and all weapons, and let 'er rip.<br />
<br />
If you build something that's moderately big, and put a decent mix of shields engines and guns on it, you've got a cruiser.<br />
If you trade off half the shields for bigger guns then its a battlecruiser.<br />
If you trade off some drives for the bigger guns, then its a battleship.<br />
If you crank up the size and put the new space into guns and armor it becomes slower and is a dreadnought.<br />
<br />
If you balance the bonuses and/or price vs size right, then everything is useful.<br />
<br />
GritEcon, for example, had the price of a ship be proportional to the square of its size, but maintenance costs were about the same regardless of size.<br />
<br />
If you need lots of cheap guns now, you build little things and throw them into the fight.<br />
If you're at peace, you build great big ships that take 25x longer to construct but are 5x more cost effective in battle.<br />
In times of uncertainty, you build medium sized stuff that you can get out the door in a reasonable time, but still has some cost effectiveness.]]></description>
<pubDate>Fri, 03 Feb 2012 19:41:48 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68077.html#68077</link>
<guid>http://www.spaceempires.net/ftopicp-68077.html#68077</guid>
</item>

<item>
<title>The question of battlecruisers.</title>
<description><![CDATA[I understand the arguments and ideas, I just thought that I'm trying to go for a faster, more potent cruiser rather than something economic. You know, an actual battlecruiser and not a heavier cruiser.<br />
<br />
By that I mean having stronger guns and using speed to it's advantage. A fleet I could understand, yes but historically, if you wanted to follow the sort of idea they had the big guns on early dreadnoughts.<br />
<br />
Certainly this wasn't the case later on but the thought behind a would be a ship that cruises like a cruiser but blasted something like a battleship. A more menacing creature with the flaw of not having heavy armor to back itself up.<br />
<br />
That's why I'm pondering the weapon mount idea, really. Either that or giving some kind of enhanced mount to engines or maybe make a speed boost intrinsic. I dunno.]]></description>
<pubDate>Fri, 03 Feb 2012 19:21:43 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68076.html#68076</link>
<guid>http://www.spaceempires.net/ftopicp-68076.html#68076</guid>
</item>

<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[[quote:1d0ea3e807="marhawkman"]26a: planets only seem to process 10 orders each turn.  Why? it's an issue with their coding.<br />
<br />
Huh, that's odd - I could have sworn you could bankrupt your empire with resource converters set on repeat... minerals for organics, organics for minerals, minerals for organics, HEY! Where'd all my resources go?! Or maybe just in SE4?<br />
<br />
<br />
[quote:1d0ea3e807="marhawkman"]27: the ship can simply drop it's cloak to use manip.  It can't manip while cloaked though.<br />
<br />
Unfortunately "cloak" and "decloak" are not orders, per se -they take effect immediately, and cannot be queued, so you have to give the enemy one full turn of seeing your ship, THEN give it the stellar manipulation order - you can't just queue "move into system, decloak, blow up the sun"  :(]]></description>
<pubDate>Fri, 03 Feb 2012 19:11:09 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68075.html#68075</link>
<guid>http://www.spaceempires.net/ftopicp-68075.html#68075</guid>
</item>

<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[[quote:c6c07b4ee9="marhawkman"]So what happens if a ship has more than 30 movement? does it use the excess on "turn" 30?<br />
<br />
All movement over 30 is ignored.]]></description>
<pubDate>Fri, 03 Feb 2012 19:06:57 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68074.html#68074</link>
<guid>http://www.spaceempires.net/ftopicp-68074.html#68074</guid>
</item>

<item>
<title>Modding Question</title>
<description><![CDATA[Thank you Fyron, I apreciate the answer. Now I just have to try to remember all the changes I had made to my game the last time I was able to play.  :)]]></description>
<pubDate>Fri, 03 Feb 2012 18:41:10 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68073.html#68073</link>
<guid>http://www.spaceempires.net/ftopicp-68073.html#68073</guid>
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<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[25a: it's hardcoded<br />
<br />
25b: yeah<br />
<br />
25c: it's hardcoded<br />
<br />
26a: planets only seem to process 10 orders each turn.  Why? it's an issue with their coding.<br />
<br />
26b: ships seem to need to have a movement point left, but load/unload doesn't consume a point.<br />
<br />
27: the ship can simply drop it's cloak to use manip.  It can't manip while cloaked though.<br />
<br />
28a: some things get destroyed, some moved.<br />
<br />
28b: no, but a friendly empire could gift them to you.]]></description>
<pubDate>Fri, 03 Feb 2012 15:21:03 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68072.html#68072</link>
<guid>http://www.spaceempires.net/ftopicp-68072.html#68072</guid>
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<title>SE5 Detailed Questions</title>
<description><![CDATA[Thanks a lot for your answers, again.<br />
A few more questions now:<br />
<br />
25) If destroying a planet in simultaneous games leaves no debris, what happens when a star is destroyed? as far as I know, in turn-based games all planets leave debris when their star is destroyed.<br />
<br />
Also, I know that creating a black hole permanently destroys planets in any game type, but what about creating a nebula?<br />
<br />
And is there some setting in the data files to make planets leave asteroids in simultaneous games?<br />
<br />
26) How exactly is the limit of the maximum number of units able to be launched in 1 simultaneous turn calculated? As far as I know, in turn-based, no such limit exists, though in simultaneous, a planet or base spends several turns launching 100 fighters.<br />
<br />
Also, sometimes loading/unloading cargo seems to take up a move or moves, other times it does not - how does this work?<br />
<br />
27) Does cloaking prevent any forms of stellar manipulation?<br />
<br />
28) What happens if I try to build a constructed planet and there are other ships or colonies nearby, mine or another empire's? Do they get destroyed, moved, or will the planet just not get built until everything not involved in the construction is moved away?<br />
<br />
Also, is it possible to use another empire's gravity plating or cable ships to build my constructed planet if they are nearby and I have the placement generator?]]></description>
<pubDate>Fri, 03 Feb 2012 12:53:08 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68071.html#68071</link>
<guid>http://www.spaceempires.net/ftopicp-68071.html#68071</guid>
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<item>
<title>Modding Question</title>
<description><![CDATA[Look in "Space Empires V\Docs." The text about those description files probably pre-dates creation of the PDF files, and never got updated.<br />
<br />
Also check out the wiki.]]></description>
<pubDate>Fri, 03 Feb 2012 09:42:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68070.html#68070</link>
<guid>http://www.spaceempires.net/ftopicp-68070.html#68070</guid>
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<item>
<title>Ships not showing up in shipset viewer</title>
<description><![CDATA[Heh, two of my favorite ST races are non-humanoids.<br />
<br />
http://en.memory-alpha.org/wiki/Tholian<br />
http://en.memory-alpha.org/wiki/Sheliak<br />
<br />
Hmm... too bad the sheliak were seen so breifly...  I'll probably work them in as a minor though.]]></description>
<pubDate>Fri, 03 Feb 2012 09:29:40 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68069.html#68069</link>
<guid>http://www.spaceempires.net/ftopicp-68069.html#68069</guid>
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<item>
<title>Modding Question</title>
<description><![CDATA[[quote:fc9816d396="Lorq13"]Page 207 of the manual has a large number of these items.(PDF file in the SEV folder)<br />
<br />
Yeah I looked at that but all the pdf has is a list of files<br />
<br />
Description_Abilities.txt This file contains a list of the abilities used in the game. This file is not used by the game<br />
it is merely for reference to modders.<br />
Description_Actions.txt This file contains a list of the actions used in the game. This file is not used by the game<br />
it is merely for reference to modders<br />
Description_DataFileDetails.txt This file contains a list of the data files used in the game. This file is not used by the<br />
game it is merely for reference to modders<br />
Description_Formula.txt This file contains a list of the formulas used in the game. This file is not used by the<br />
game it is merely for reference to modders<br />
Description_ReplacementStrings.txt This file contains a list of the replacement strings used in the game. This file is not used<br />
by the game it is merely for reference to modders<br />
Description_Requirements.txt This file contains a list of the requirements used in the game. This file is not used by the<br />
game it is merely for reference to modders<br />
<br />
and I cannot locate any of these files in my installation.]]></description>
<pubDate>Fri, 03 Feb 2012 08:57:58 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68068.html#68068</link>
<guid>http://www.spaceempires.net/ftopicp-68068.html#68068</guid>
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<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[So what happens if a ship has more than 30 movement? does it use the excess on "turn" 30?]]></description>
<pubDate>Fri, 03 Feb 2012 08:49:11 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68067.html#68067</link>
<guid>http://www.spaceempires.net/ftopicp-68067.html#68067</guid>
</item>

<item>
<title>Modding Question</title>
<description><![CDATA[Page 207 of the manual has a large number of these items.(PDF file in the SEV folder)]]></description>
<pubDate>Fri, 03 Feb 2012 08:34:41 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68066.html#68066</link>
<guid>http://www.spaceempires.net/ftopicp-68066.html#68066</guid>
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<item>
<title>Modding Question</title>
<description><![CDATA[I am returing to SEV however I cannot seem to locate the list of functions, and variables, that I used to have. Is there a list of all functions and variables somewhere? Thank you for your assistance.]]></description>
<pubDate>Fri, 03 Feb 2012 06:50:35 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68065.html#68065</link>
<guid>http://www.spaceempires.net/ftopicp-68065.html#68065</guid>
</item>

<item>
<title>SE5 Detailed Questions</title>
<description><![CDATA[[quote:b60156ce7b="Atomizer"]Thanks for pointing me to that gurachn - it looks like I only need to change the scale parameters then, since the troops never appear on the system map.<br />
<br />
Also, I have some new questions:<br />
<br />
20) when a simultaneous turn is processed, do all ships actually move one hex at once, then all move through the next hex, etc. until all are out of movement, or is there still some order of movement involved?<br />
<br />
It works like Star Fleet Battles(if you have ever played that game); the movement is broken down to 30 mini-turns(days of the month); ships moving 15 move every other day, ships moving 10 every 3rd day.  Faster moving ships will move more often, but not necessarily much more often than ships that move 1 or 2 slower than them.<br />
<br />
21) When retrofitting ships, does the 50% limit apply to all resources cumulatively, or to each resource separately?<br />
So if I want to upgrade a ship that costs (100000,5000,30000) to one that costs (140000,5000,50000), would I be able to?<br />
(44.4% cumulative, (40%,0%,67%) separately))<br />
<br />
The game uses the total resources.  You can load a ship with organic weapons, build it at a balanced rate(balanced between min and org, at least), then retrofit it to be a normal, high min ship.<br />
<br />
22) I was under the impression that destroying a planet would always leave behind an asteroid field equal in size to the destroyed planet's size. However, I tried creating a planet, and when I didn't like the atmosphere, I destroyed it, planning to create it again - but it did not leave any debris like I expected. Is this normal, or could it be a bug?<br />
<br />
If you are playing turn-based, the planet becomes an asteroid field.  If you destroy a planet in simultaneous move games, it will disappear.  This is to prevent "cheating" in multi-player games, I suppose.<br />
<br />
23) The stellar plasma sphere allows stars up to size 5 to be created, while the stellar nucleonic torpedo destroys stars of size 1. Does this mean the stellar nucleonic torpedo can only be used to destroy small stars, or is this just a typo?<br />
<br />
AFAIK, star sizes do not function in SEV.<br />
<br />
Hope that helps]]></description>
<pubDate>Thu, 02 Feb 2012 21:22:49 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68064.html#68064</link>
<guid>http://www.spaceempires.net/ftopicp-68064.html#68064</guid>
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<item>
<title>The question of battlecruisers.</title>
<description><![CDATA[Battlecruisers are more resource-efficient than cruisers. You need fewer C&amp;amp;C, engines, sensors, and other secondary components to mount each gun (and shield generator) in your fleet. A fleet built with battlecruisers will be more powerful than a fleet of cruisers built with the same amount of resources. They do not need extra mounts to be a better design choice.<br />
<br />
Battleships are still the best, of course, since they move just as fast as battlecruisers in combat, while benefiting from much more efficient damage mounts. If anything, I'd recommend scrapping the mounts entirely and building something more interesting.]]></description>
<pubDate>Thu, 02 Feb 2012 19:37:05 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68063.html#68063</link>
<guid>http://www.spaceempires.net/ftopicp-68063.html#68063</guid>
</item>

<item>
<title>The question of battlecruisers.</title>
<description><![CDATA[You could always just throw a couple more shield generators and maybe another PD on the battlecruiser as opposed to the cruiser.  That's what I usually do - gives it the same armament, but makes it harder to kill.]]></description>
<pubDate>Thu, 02 Feb 2012 18:49:06 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-68062.html#68062</link>
<guid>http://www.spaceempires.net/ftopicp-68062.html#68062</guid>
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