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<title>Spaceempires.net Forums</title>
<link>http://www.spaceempires.net/forums.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>Referendum 2410.5 -- Possessions and Holdings of SL Heimdall</title>
<description><![CDATA[I hereby add my name to the list of potential Administrators.<br />
<br />
dumbluck]]></description>
<pubDate>Thu, 11 Mar 2010 17:19:46 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55625.html#55625</link>
<guid>http://www.spaceempires.net/ftopicp-55625.html#55625</guid>
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<title>Spoilage Alert!</title>
<description><![CDATA[Despite recent attempts to build more storage for our overflowing Organics production, the Federation continues to have far more surplus than our Storage Network can possibly contain.  Complicating matters, our RADIOACTIVES surpluses have now outstripped storage capacity.  We have spoiled radioactives for two consecutive months.  And to make matters even more dire, Fii predicts that if trends continue, MINERALS will also be flirting with spoilage by the end of the year.  That's correct, my fellow Senators;  The Federation could very easily be spoiling ALL THREE RESOURCES come year end! <br />
<br />
SOMETHING must be done, and I fear that little else will suffice until the Illuminatia Brotherhood is put under Administration.  It would be even better if someone could find CW, but Administration should help.  Getting the Brotherhood's vast array of production queues moving again would go a long way to alleviating this crisis.  Something must be done, Senators.]]></description>
<pubDate>Thu, 11 Mar 2010 17:12:48 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55624.html#55624</link>
<guid>http://www.spaceempires.net/ftopicp-55624.html#55624</guid>
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<title>Naval Chain of Command {SR 2417.2.1}</title>
<description><![CDATA[While I appreciate your positive outlook for this bill, Senator Aerosol, I would like to point out that it has not even come to a vote yet, much less passed.  Furthermore, I believe that there is already a motion to appoint Officer Zastever to the FSL position.  In that, he has my best wishes.]]></description>
<pubDate>Thu, 11 Mar 2010 16:48:10 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55623.html#55623</link>
<guid>http://www.spaceempires.net/ftopicp-55623.html#55623</guid>
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<title>Known Issues in v1.19 Series</title>
<description><![CDATA[I believe he is referring to the AI minister, in which case it's all AI script based.<br />
<br />
I have some more improvements in the quick release v1.19h coming out shortly for the AI's resource conversion algorithm.  Also included are fixes for accidental scrap/retrofit of ships in fleets when either scrap/retrofit minister is off, along with a couple of other small tweaks.]]></description>
<pubDate>Thu, 11 Mar 2010 14:49:34 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55622.html#55622</link>
<guid>http://www.spaceempires.net/ftopicp-55622.html#55622</guid>
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<title>Boarding system ideas</title>
<description><![CDATA[I've done an analysis of boarding and have seen the actual boarding function.<br />
<br />
This is how it works:<br />
For each combat second during a boarding action, a random damage amount between 10-20% of the defender’s strength is applied against the attacking force.  Similarly, a damage amount of 10-20% of the attacker’s strength is applied against the crew amount.  Although in practice, the damage amounts applied by the attackers to the crew tend to be on the low side.  The battle continues until there are no attackers or defenders left.  Any remaining attackers during a successful attempt will become the new crew (boarding attacking strength * boarding crew modifier amount).<br />
<br />
I have did see any special behavior with "50" boarding strength in my tests.<br />
<br />
The only real problem is the slow capture pod.]]></description>
<pubDate>Thu, 11 Mar 2010 14:28:39 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55621.html#55621</link>
<guid>http://www.spaceempires.net/ftopicp-55621.html#55621</guid>
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<title>Known Issues in v1.19 Series</title>
<description><![CDATA[That's hard-coded behavior. It cannot be modded.]]></description>
<pubDate>Thu, 11 Mar 2010 13:44:02 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55620.html#55620</link>
<guid>http://www.spaceempires.net/ftopicp-55620.html#55620</guid>
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<title>Looking for a player</title>
<description><![CDATA[I have only played the PBW site.<br />
The PBW2 host is easy.]]></description>
<pubDate>Thu, 11 Mar 2010 13:32:54 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55619.html#55619</link>
<guid>http://www.spaceempires.net/ftopicp-55619.html#55619</guid>
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<title>i am sick of Mines</title>
<description><![CDATA[It's much easier to cloak a pigeon than a jumbo jet. If you're going to separate cloaking from the size of mines, you still need to take into account that detecting larger objects is easier than detecting smaller ones. Maybe larger mine hulls could require more advanced cloak components to achieve a certain level of cloaking. But yeah, this would require changing the AI to use this.]]></description>
<pubDate>Thu, 11 Mar 2010 13:27:49 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55618.html#55618</link>
<guid>http://www.spaceempires.net/ftopicp-55618.html#55618</guid>
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<title>i am sick of Mines</title>
<description><![CDATA[The 'cloak level' of mines is not due to cloaking technology, but rather their size.]]></description>
<pubDate>Thu, 11 Mar 2010 13:24:08 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55617.html#55617</link>
<guid>http://www.spaceempires.net/ftopicp-55617.html#55617</guid>
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<item>
<title>Static Inertia - a BM mini-mod</title>
<description><![CDATA[Doesn't sound like a big problem.  The other components are added up at design for the penalty, and the engines counter bonus is lost if they are destroyed.<br />
Sounds fine to me.  Even a destoyed component still has most of it's mass on the ship.  Might even have a penalty for the engines too, so that a 'broken' engine still has mass to off-set too.]]></description>
<pubDate>Thu, 11 Mar 2010 11:44:21 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55615.html#55615</link>
<guid>http://www.spaceempires.net/ftopicp-55615.html#55615</guid>
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<item>
<title>i am sick of Mines</title>
<description><![CDATA[why not add a 0kT "minefield stealth" component which costs nothing and can be installed on any mine, with a level dependent on your mine tech + cloaking tech + stealth armor tech?I must say I like this idea.  For balance mod as well.<br />
I've always found that the different types of cloaking had nothing to do with the cloaking of mines, which was very strange.<br />
An empire has No cloaking ability but their mines cloak just a well as the ones from the empire that has specialized in cloaking techs?<br />
There is something wrong with that.<br />
<br />
It should be possible though to make those changes to the mines themselves, eliminating the need to change the AI design scripts (and confuse fewer players).]]></description>
<pubDate>Thu, 11 Mar 2010 11:40:20 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55614.html#55614</link>
<guid>http://www.spaceempires.net/ftopicp-55614.html#55614</guid>
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<title>Boarding system ideas</title>
<description><![CDATA[I'll have to agree with Shrike on this one.  My first thought was to double (or so) the speed of the boarding parties so that they would not be useless.<br />
A quick check of the components ability show a lack of ability to do that.  :(<br />
<br />
However, there is another problem with them.  They have issues with the numbers.<br />
Kontana did some testing with for Kwock, and found that 50 works better than less than that.<br />
However, 50 Also works better than having More than 50.   :?: <br />
More testing was planed but I havn't heard about it again, so I don't think anyone has had the time yet.<br />
Kwock had wanted to fix it for v1.20 but it looked like someone would need to do some (more) extensive testing for him, and as the simulator only works for Some things that way a real game (or real test bed anyway) would be needed.  Havn't had the time myself either.  :roll: <br />
<br />
I really like the Idea of the boarding parties, but as they stand now  :cry:  they are not worth it.]]></description>
<pubDate>Thu, 11 Mar 2010 11:13:31 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55613.html#55613</link>
<guid>http://www.spaceempires.net/ftopicp-55613.html#55613</guid>
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<item>
<title>Known Issues in v1.19 Series</title>
<description><![CDATA[The resource converters don't check if<br />
<br />
convert minerals to rads for example<br />
<br />
maximum capability of stock rads (convert 12m even if only can stock 8m - waste)<br />
Maintain at least 10% (convert all minerals to rads and instead of no rads, next turn is no minerals...)<br />
<br />
This exist from f and i think from the very beginning...<br />
<br />
Can be fixed is G1 or H or even 1.20 ?]]></description>
<pubDate>Thu, 11 Mar 2010 11:10:09 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55612.html#55612</link>
<guid>http://www.spaceempires.net/ftopicp-55612.html#55612</guid>
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<title>Minerals</title>
<description><![CDATA[Just putting a few queues on hold till after the battle could do it enough for you to get breathing space.  2000k+ per queue...<br />
<br />
Culture will be excellent in the long term, but it's only 1% each time, so it takes research time.  If you can do a level (or more) in mineral resource extraction, it can make a quick difference if you are still building them, but again will take a bit of time for upgrades to matter much.<br />
<br />
Resource manipulation is excellent for getting use out of the other resources, but is longer term than what you need now.  High research cost to get into, but worth it long-term to be sure.<br />
Mothball ship you don't need/are obsolete first, then you only have to pay for them if you un-mothball them.  If that solves your problem great, if not scrap them too.<br />
<br />
Units (all kinds) can't be mothballed, only scrapped (or used as cannon fodder/ probe attacks).  Send them in ahead of you attacks as a probe and when they are slaughtered, no more maintenance for them (and some info about what you're about to fight).]]></description>
<pubDate>Thu, 11 Mar 2010 10:48:14 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55611.html#55611</link>
<guid>http://www.spaceempires.net/ftopicp-55611.html#55611</guid>
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<item>
<title>Having a problem with SEV</title>
<description><![CDATA[I am using windows 7 64 bit. I was playing SEv just fine with no problems for a while then all of a sudden now when I go to play, the fonts flash on and off and it is really annoying. What is going on with the game?]]></description>
<pubDate>Thu, 11 Mar 2010 07:39:41 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55610.html#55610</link>
<guid>http://www.spaceempires.net/ftopicp-55610.html#55610</guid>
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<item>
<title>Friendly game?</title>
<description><![CDATA[An old topic.. but maybe it still helps:<br />
<br />
You can make AIs more friendly by editing their anger file, for example "Amonkrie_AI_Anger.txt" which can be found in the /Pictures/Races/&amp;lt;Race&amp;gt; directory. <br />
Change the "Regular Decrease" to some bigger value, like -25 or so. This will change the AI's attitude towards you in a few turns to "brotherly" and you can start negotiating again.<br />
If you do this prior to game start you'll be able to play the peacefull game right from the beginning.]]></description>
<pubDate>Thu, 11 Mar 2010 05:07:51 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55609.html#55609</link>
<guid>http://www.spaceempires.net/ftopicp-55609.html#55609</guid>
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<item>
<title>Static Inertia - a BM mini-mod</title>
<description><![CDATA[Only problem is, and I'm only guessing, that the "Get_Design_Ability_Total " only works in the design screen only.<br />
<br />
Rnl]]></description>
<pubDate>Wed, 10 Mar 2010 19:51:32 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55605.html#55605</link>
<guid>http://www.spaceempires.net/ftopicp-55605.html#55605</guid>
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<item>
<title>emergency replacment of the FSL</title>
<description><![CDATA[Busy with the budgets, but now:<br />
<br />
Shall Zastaver be appointed the new FSL?<br />
voting is now open]]></description>
<pubDate>Wed, 10 Mar 2010 19:42:46 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55604.html#55604</link>
<guid>http://www.spaceempires.net/ftopicp-55604.html#55604</guid>
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<title>Spring Break!</title>
<description><![CDATA[I will be on Vacation from the 12th through the 21st.  While I will have all my data on a thumb drive, and thus should still be able to play, I am not certain how often I will be around the computer to check in.  Fair Warning.  :)]]></description>
<pubDate>Wed, 10 Mar 2010 18:02:07 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55603.html#55603</link>
<guid>http://www.spaceempires.net/ftopicp-55603.html#55603</guid>
</item>

<item>
<title>Static Inertia - a BM mini-mod</title>
<description><![CDATA[Oh, right... Well, maybe the evasion issue can be fixed by doing some funky AI tag math then... and it would be cool if engines provided evasion too! :D<br />
<br />
The "funky AI tag math" would work something like this:<br />
<br />
All evasion-modifying components that want to be stackable would provide an AI tag ability. The hull itself would then provide the actual evasion ability, with an amount dependent on the sum of the AI tags, by using the Get_Design_Ability_Total function (or whatever it's called ;))<br />
<br />
The one flaw in this scheme is that if you want the bonuses or penalties to be lost when the components are destroyed, that won't happen - it's "baked into" the design! Not a problem for dead armor providing an evasion penalty, but it's kinda silly for dead engines to provide an evasion bonus! :P<br />
<br />
What you could do though, is put the actual evasion ability on the engines, but with the AI tag math in it... then at least when you lose ALL your engines, you lose your evasion bonus :)]]></description>
<pubDate>Wed, 10 Mar 2010 17:51:56 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55602.html#55602</link>
<guid>http://www.spaceempires.net/ftopicp-55602.html#55602</guid>
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<item>
<title>emergency replacment of the FSL</title>
<description><![CDATA[The Bill has been moved to vote and seconded.  As Senator Skyburn mentioned there is no debate possible, only "Should I vote for Senator Zastaver as First Space Lord?" or not.]]></description>
<pubDate>Wed, 10 Mar 2010 17:14:01 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55601.html#55601</link>
<guid>http://www.spaceempires.net/ftopicp-55601.html#55601</guid>
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<title>Disposition of SL &amp; IMO assets (Bill 2417.2.3)</title>
<description><![CDATA[I do not interpret the contract that way.  It doesn't say anything about PROVIDING Executive Operations with ships, only that IB will pay the maintenance on ships EO can bring to bear.<br />
<br />
I concur with my esteemed colleague regarding the idea of breaking up the IB between the remaining SLs.  We do not wish the federation to devolve into a dictatorship...<br />
<br />
For the sake of reference, here is the [url=http://www.spaceempires.net/ftopic-5154-80.html]Player Vacancy law, as passed by the Senate.  Note that by the terms of this law, Dragonstar, as well as the IB, should be placed under Administration.]]></description>
<pubDate>Wed, 10 Mar 2010 16:01:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55600.html#55600</link>
<guid>http://www.spaceempires.net/ftopicp-55600.html#55600</guid>
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<item>
<title>Static Inertia - a BM mini-mod</title>
<description><![CDATA[It's the "to dodge" that he is refering to that doesn't stack, which sucks by the way, if you have alot of the same comps on a ship.  The movement setup works fine, I use it on both the armor and pod missiles in the Crimson Concept Mod.<br />
<br />
Rnl]]></description>
<pubDate>Wed, 10 Mar 2010 14:56:34 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55599.html#55599</link>
<guid>http://www.spaceempires.net/ftopicp-55599.html#55599</guid>
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<item>
<title>Static Inertia - a BM mini-mod</title>
<description><![CDATA[I wasn't aware they didn't stack properly.  All I did was just a simple Movement Standard ability, with amount 2 = 0 on all of them.  It seems to work fine.]]></description>
<pubDate>Wed, 10 Mar 2010 14:36:35 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55598.html#55598</link>
<guid>http://www.spaceempires.net/ftopicp-55598.html#55598</guid>
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<item>
<title>Disposition of SL &amp; IMO assets (Bill 2417.2.3)</title>
<description><![CDATA[I suggest we declare Illuminatia vacant, and appoint a temporary administrator.<br />
<br />
A temporary administration should have the following goals:<br />
<br />
1. Resume construction at idle SYs.<br />
<br />
2. Eliminate any resource spoilages.<br />
<br />
3. Tighten defenses along the Worric-Yullado border with enemy space.<br />
<br />
4. Distribute military grade ships to Naval or Private military command.<br />
<br />
5. Muster ground forces to resist the Ukra-tal invasion of Sundry VII, which will hopefully keep the Ukra-tal fleet occupied as well.<br />
<br />
Regarding #4, since a temporary administrator cannot sign contracts, sale of ships would not be possible. Upon reviewing the Illuminatia contracts, I believe that the ships could be transferred to ExOps under item #1 of the Executive Operations - Illuminatia Brotherhood Contract.<br />
<br />
Reference: http://www.spaceempires.net/ftopict-5457.html<br />
<br />
Temporary administration obviously cannot run Illuminatia forever. I think it best to find a replacement SL. Parceling up Illuminatia territory among other SLs would be unwise. We don't want to consolidate civilian power too much.]]></description>
<pubDate>Wed, 10 Mar 2010 10:05:30 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55597.html#55597</link>
<guid>http://www.spaceempires.net/ftopicp-55597.html#55597</guid>
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