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<description>Latest 25 posts on the SpaceEmpires.net forums.</description>
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<managingEditor>admin@spaceempires.net</managingEditor>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[It's been tried before ... does anyone remember Star Legacy? That initiative seems to have died out without as much as a whisper, if their forum is any measure to go by http://forum.shrapnelgames.com/forumdisplay.php?f=224.]]></description>
<pubDate>Sat, 19 May 2012 03:20:47 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69544.html#69544</link>
<guid>http://www.spaceempires.net/ftopicp-69544.html#69544</guid>
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<title>Any info available on what triggers changes in AI State?</title>
<description><![CDATA[Hmm, apparently treaty status of War alone isn't enough to make an AI race realize that the galaxy is a dangerous place and change its AI State from Exploration or Infrastructure to something more combat-oriented.<br />
<br />
I checked the ship stats for both of these races, and I don't know why they hate each other so much and are at War, but it appears there has not been any actual combat because neither side has lost any ships, nor do they show any tonnage destroyed.<br />
<br />
So... seems a bit odd, but I guess I'm OK w that. Other races that get into actual shooting wars (or shooting conflicts without War status) do seem to change AI State as expected and start researching military tech.]]></description>
<pubDate>Sat, 19 May 2012 02:01:02 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69543.html#69543</link>
<guid>http://www.spaceempires.net/ftopicp-69543.html#69543</guid>
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<title>Any info available on what triggers changes in AI State?</title>
<description><![CDATA[I thought th emajor shifts were pretty obvious based on the names of the different AI States, so my Research file has three paths: basic colonization and exploration tech in the path for Exploration and Infrastructure, then the same stuff plus more weapons tech in all of the other AI States except for No Contact, which has the basic path plus faster work toward warp manipulation. (Alternate files for more aggressive races just have two paths, as they research weapons right from the start.)<br />
<br />
Mostly this has seemed to be working as I expected, but just now I checked on one of the Neutral Empires and found them to be in a state of War with one of the regular empires - and still researching their regular path for Exploration and Infrastructure!<br />
<br />
If actual War doesn't trigger a change of AI State to Attack, Defend, Prepare for Attack, or one of those other similar ones, I don't know what should!<br />
<br />
Any ideas?]]></description>
<pubDate>Sat, 19 May 2012 01:34:30 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69542.html#69542</link>
<guid>http://www.spaceempires.net/ftopicp-69542.html#69542</guid>
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<title>AI Info</title>
<description><![CDATA[For those who know how the AI works I have a few questions or really an explanation when an AI meets up with my self or another AI. This AI  decides that it Hates or Finds that the AI or myself weak and decides to conquer. So it sets in motion and starts gearing for Invasion. What Files does it access first to start attacking or what are the steps it takes to Make a war plan, how it decides to invade a system and take it over. What I am looking for is a basic Flow Chart on the Process]]></description>
<pubDate>Sat, 19 May 2012 01:11:52 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69541.html#69541</link>
<guid>http://www.spaceempires.net/ftopicp-69541.html#69541</guid>
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<title>Will AI replace lost ships? Units?</title>
<description><![CDATA[My foray into AI modding is going fairly well so far. Started w some tweaks and fixes to Planet_Types and Construction_Facilities files, and now the AI is doing a pretty good job of building what facilities I think it ought to build in appropriate places, including building dummy facilities and then upgrading them as better tech is learned.<br />
<br />
Just now finished rewriting the Research file so the AI now know what I think the best order for research should be based on AI State, including the several new techs that I have added, and now the AI will research them as well.<br />
<br />
Getting into the DesignCreation and Construction_Vehicles files now, very necessary not only to incorporate new techs but because I reorganized some of the weapon families that give the AI priorities for what weapons to include in its designs.<br />
<br />
*** So now we come to my question: when the AI loses ships or units in combat, does it build replacements for the lost ships/units or does it just keep on blindly following the Construction file? ***<br />
<br />
In other words, if you have a type of Attack Ship that the AI was supposed to build one of for every three planets it had, and it had 30 planets and built 10 of these ships, then sent them out and all were destroyed, will it build replacements or consider that it already satisfied that requirement by the first 10 that were built and then lost?<br />
<br />
What about troops, if I can actually persuade the AI to use troops for planetary assaults, will it eventually run out of troops due to losses or will it build replacements?<br />
<br />
I'm thinking about these issues for the Construction_Vehicles file, as it makes a difference if they need to build X number of something and then will replace losses, or should be told to keep on building that thing in greater numbers because I expect losses.<br />
<br />
Thanks,<br />
<br />
SB]]></description>
<pubDate>Fri, 18 May 2012 22:28:43 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69540.html#69540</link>
<guid>http://www.spaceempires.net/ftopicp-69540.html#69540</guid>
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<title>keeping SEIV alive</title>
<description><![CDATA[if any other authors want to redo any these for space empires 5, go ahead. space empire 5 is bit more complicated and me not that techincal, me more of a artist.   :)]]></description>
<pubDate>Fri, 18 May 2012 21:30:23 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69539.html#69539</link>
<guid>http://www.spaceempires.net/ftopicp-69539.html#69539</guid>
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<title>keeping SEIV alive</title>
<description><![CDATA[my first  made from scratch &amp;amp; files from net thou took a long time to put together. <br />
<br />
here is the Space Raiders emp for space empires IV(4).<br />
<br />
http://files.spaceempires.net/user/3177/SR.rar<br />
<br />
<br />
<br />
enjoy 8)]]></description>
<pubDate>Fri, 18 May 2012 21:23:41 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69538.html#69538</link>
<guid>http://www.spaceempires.net/ftopicp-69538.html#69538</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>What do you want to see in a Star Trek mod?</title>
<description><![CDATA[The breen design name file i have does the gorn thingy.]]></description>
<pubDate>Fri, 18 May 2012 17:15:16 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69536.html#69536</link>
<guid>http://www.spaceempires.net/ftopicp-69536.html#69536</guid>
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<title>Victory Conditions as Requirement for research?</title>
<description><![CDATA[I've never heard of anything like that.]]></description>
<pubDate>Fri, 18 May 2012 16:23:38 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69535.html#69535</link>
<guid>http://www.spaceempires.net/ftopicp-69535.html#69535</guid>
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<title>FQM warp point question</title>
<description><![CDATA[Oh. You don't want them to have fewer abilities? You just want to change the pictures used? You don't need to modify StellarAbilityTypes.txt to do that. Do this instead:<br />
<br />
Find the SectType.txt entry for the image in question (it will be one of the entries with "unusual := true"). Duplicate it to increase the percentage of warp points on the map using that graphic. <br />
<br />
Since the entry for warp points with abilities is chosen at random from all of the "unusual" SectType entries, you can increase the odds of the blue one appearing by listing it more times. I think there are like 5 or 6 unusual warp points, but I don't have the files so I can't count them. <br />
<br />
If you want, say, 50% of the warp points to use the large blue picture, make sure there are an equal number of entries using it as using the other pictures. If there are 6 total unusual warp point entries, you would need to make 4 duplicates of the large blue entry (meaning there would now be 5 entries with that picture, plus 5 more unusual entries with the other pictures).]]></description>
<pubDate>Fri, 18 May 2012 16:14:57 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69534.html#69534</link>
<guid>http://www.spaceempires.net/ftopicp-69534.html#69534</guid>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[With the way the economy and all affecting software development is a Source forge page may be the best alternative to waiting; and waiting; and waiting.]]></description>
<pubDate>Fri, 18 May 2012 15:40:18 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69533.html#69533</link>
<guid>http://www.spaceempires.net/ftopicp-69533.html#69533</guid>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[Well everything starts with baby steps...<br />
<br />
My basic question is what part of the SEV install is public domain? Virtually all of the various configuration files are in text format and since he has encouraged modding I would think that we would be free to use them as we see fit. The graphics are more of a grey area.<br />
<br />
The way I see it almost all the data is sitting free and clear out in the open. All we have to do is figure out how he did certain things. I particular we have to figure out how(in an algorithmic sense)he does his turn processing.<br />
<br />
Now, we are not obligated to do things in exactly the same we he does them. Software is like cars. Many people don't care how an automobile works as long as it gets them from A to B safely and efficiently. Same with software. Peeking under the hood when dealing with software is a little more difficult but not daunting.<br />
<br />
If we want this game to go to the next level then appealing to S1st or Aaron probably will not work. I know that there is a long laundry list of things that people would like in SEVI. Unless someone has a fairy godmother who is also a programmer SEVI will forever remain vaporware. If that is what you want then so be it. Keep asking for the next patch that will never come. Keep wondering if SEVI is in development.<br />
<br />
In 5 years you will still be waiting... or perhaps not...]]></description>
<pubDate>Fri, 18 May 2012 15:15:57 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69532.html#69532</link>
<guid>http://www.spaceempires.net/ftopicp-69532.html#69532</guid>
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<title>Victory Conditions as Requirement for research?</title>
<description><![CDATA[I had a thought along the lines of adding some special tech in depending on the victory conditions.<br />
<br />
Is there a way to do this?]]></description>
<pubDate>Fri, 18 May 2012 12:59:00 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69531.html#69531</link>
<guid>http://www.spaceempires.net/ftopicp-69531.html#69531</guid>
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<title>FQM warp point question</title>
<description><![CDATA[I tried what you suggested Blackadder and changed the description and image to something else, so now they appear as regular blue warp points.<br />
<br />
I was originally following your advice from an older thread Fyron<br />
<br />
http://www.spaceempires.net/ftopict-9525-fqm.html<br />
<br />
But then they all showed up as the artificially created ones.<br />
So I guess the only option is to change the abilities? Kinda flies over my head, but I'll try it. I just wanted to reduce the number of stranger looking warp points like in stock, and have more of the Large stable warp points, using the new images in FQM.]]></description>
<pubDate>Fri, 18 May 2012 12:48:48 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69530.html#69530</link>
<guid>http://www.spaceempires.net/ftopicp-69530.html#69530</guid>
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<title>&quot;Realistic&quot; Mod Ideas?</title>
<description><![CDATA[Man that's awful. It sounded really interesting too.]]></description>
<pubDate>Fri, 18 May 2012 12:33:51 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69529.html#69529</link>
<guid>http://www.spaceempires.net/ftopicp-69529.html#69529</guid>
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<title>What do you want to see in a Star Trek mod?</title>
<description><![CDATA[Okay... found 2 significant bugs yesterday.  <br />
<br />
A glitch in a file name was preventing Orions from building ANY freighter based hulls.<br />
<br />
The Gorn names file had blank lines in it which was causing the Gorn to give ships blank names...<br />
<br />
any OTHER glitches I need to know about?  O_o']]></description>
<pubDate>Fri, 18 May 2012 11:18:23 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69528.html#69528</link>
<guid>http://www.spaceempires.net/ftopicp-69528.html#69528</guid>
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<title>FQM warp point question</title>
<description><![CDATA[The game requires a warp point SectType with "unusual" set to false for creating artificial warp points. It will also only ever use one SectType for "usual" warp points. <br />
<br />
When a warp point with no abilities is added to the map, it will always use that single SectType, regardless of how many more are defined with "unusual" set to false.<br />
<br />
When a warp point with an ability is added to the map, it will randomly choose a warp point SectType entry with "unusual" set to true.<br />
<br />
Artificially created warp points never have an ability. They always use the "unusual" false SectType entry.<br />
<br />
In FQM, I wanted artificially created warp points to look like Babylon 5 jump gates. I did not want any seeded at map creation to use that graphic, though. Thus, I had to set the "unusual" false warp point to use it, and make all warp points have an ability. <br />
<br />
In SystemTypes.txt, there are a few classes of warp point used:<br />
<br />
Unstable Warp Point - This is the default class of warp point. It has no abilities that can disrupt movement (i.e. no damage). It only disrupts shields, sensors, or sight. 37.5% of these warp points have an ability with a value of 0, meaning they effectively have no ability as far as game effects. They still technically have an ability as far as graphics go, so they will use an unusual true SectType instead of the Babylon 5 jump gate.<br />
<br />
Turbulent Warp Point - This is the equivalent of stock's "Unstable Warp Point." It is used in black hole type systems, and has damage abiltiies.<br />
<br />
Chaotic Warp Point - Used only in a special chaotic quadrant type, basically a quadrant with more dire systems and warp points.<br />
<br />
So to accomplish what you want, reducing the number of abilities on warp points, you have two options:<br />
<br />
1) Modify the chance values on Unstable Warp Point. Reduce the chance of the effective abilities, and increase the chance of the last, valueless ability, by the same amount, so that all the abilities on that class total 1000.<br />
<br />
2) Modify the Normal Warp Point class, and use it on systems. Copy the value 0 ability onto it, and give it a chance of 1000. Make sure to set the ability number fields appropriately.]]></description>
<pubDate>Fri, 18 May 2012 10:01:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69527.html#69527</link>
<guid>http://www.spaceempires.net/ftopicp-69527.html#69527</guid>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[I know im not an active part of this community, but i would like to add something to this discussion, anyway.<br />
<br />
I really hate to be "that guy" raining on this parade, but writing "our own exe that exactly duplicated what Aaron did" is a tremendous task!<br />
<br />
As a novice hobby programmer, I know its not my place to assess the difficulty of such a project, but i know that, for me, already struggling with something as simple as an application to visualize commodity trading for a space sim, jumping to (essentialy) rewrite SEV would be like going from sandcastles to actual skyscrapers (with nothing but a bucket and a shovel as tools).<br />
<br />
I can, literally, not fathom the complexity of such a project.<br />
<br />
You might already know this, majorgreg, if so, im sorry for pointing this out.<br />
<br />
<br />
That being said, I would love to see this done. With enough determination and "knowing what one's doing", I know this idea can become reality - it's been done with M.A.X.R., which is essentialy the same thing for an old DOS TBS classic.<br />
<br />
After about 5 years of development by various free-time contributors, it has recently celebrated the milestone of being stable for 200 turns in a row (the "rewrite" begun for the original becoming unstable after about 400 turns)<br />
<br />
<br />
I would be happy to contribute my meager knowledge of C/C++, in what little free time i can spare. However, i'm afraid that my skills are so low that i would be of little to no help.<br />
<br />
<br />
Disclaimer: English is a foreign language to me. I'm sorry for any badly worded sentences!]]></description>
<pubDate>Fri, 18 May 2012 09:07:59 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69526.html#69526</link>
<guid>http://www.spaceempires.net/ftopicp-69526.html#69526</guid>
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<title>FQM warp point question</title>
<description><![CDATA[I'm not sure why removing this entry was a problem (unless you accidentally left an extra blank line when you deleted it) but you can fix it without deleting it.<br />
<br />
Just change the text so it doesn't mention "artifically created".  If the picture is also objectionable, give this entry the same picture number as a warp point you do like.  Problem solved.   :wink:<br />
<br />
EDIT: I think maybe the problem was that you removed the only non-unusual (stable) warp point entry.  The game needed some kind of stable warp point and got sick when it didn't find one.  Just modify the entry to suit your tastes and it should be fine.]]></description>
<pubDate>Fri, 18 May 2012 08:55:51 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69525.html#69525</link>
<guid>http://www.spaceempires.net/ftopicp-69525.html#69525</guid>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[No, Veni_Vidi_Vici, it is perfectly legal to buy the copyright for something from someone, so SE5 does in fact belong to SF.<br />
<br />
That's the real problem though - since Aaron couldn't have sold the game as successfully as SF did, he was essentially at their mercy in terms of what they could offer him. It's even worse with patents, because if you invent something useful but expensive to replicate (e.g. a new drug), you can't make any money on it on your own, so you're even more at the mercy of whoever you sell it to!]]></description>
<pubDate>Fri, 18 May 2012 07:39:54 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69524.html#69524</link>
<guid>http://www.spaceempires.net/ftopicp-69524.html#69524</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>FQM warp point question</title>
<description><![CDATA[So I ran into a bit of a problem. I wanted less systems with unstable warp points so I went into SystemTypes and changed the WP Stellar Abil Type to normal warp point for many of the systems.<br />
<br />
I started a game and most of the warp points were coming up as the artificially created ones. It's just personal preference but I wanted use just the regular looking ones, so I went into SectType and removed <br />
<br />
Physical Type        := Warp Point<br />
Picture Num          := 580<br />
Description          := Large stable artificially created warp point.<br />
Warp Point Size      := Large<br />
Warp Point One-Way   := FALSE<br />
Unusual              := FALSE<br />
<br />
I started a new game and got an access violation error. So I restored the warp point and that seemed to fix it. I'm fairly new to modding so is it possible to remove that one? I'm guessing I'm missing a step.<br />
<br />
I'm really enjoying FQM by the way. I love all the new additions.]]></description>
<pubDate>Fri, 18 May 2012 00:40:30 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69522.html#69522</link>
<guid>http://www.spaceempires.net/ftopicp-69522.html#69522</guid>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[Trust me when I say they need to rewrite copywrite law. Aaron's code will be his until 95 years after he dies. I do not think strategy first owns it but they are the publisher and he is probably on a contract that prevents him from freelancing with the game too much. That would be illegal. If there isn't a trademark it may be possible to make an SEVI if there were enough differences.]]></description>
<pubDate>Thu, 17 May 2012 22:59:31 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69521.html#69521</link>
<guid>http://www.spaceempires.net/ftopicp-69521.html#69521</guid>
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<title>Has the developer abandoned this game?</title>
<description><![CDATA[Brainwave time...<br />
<br />
What if we wrote our own exe that exactly duplicated what Aaron did in his?<br />
<br />
Ok, stop laughing... :roll: <br />
<br />
Look at what we already have...<br />
<br />
The data files are in text format and in my mind are fully in the public domain. The graphics might be more questionable but we could always replace the stock graphics with our own versions. We know what the game interface looks like and how everything works from the users point of view. We have the game user manual and modding information that Aaron provided which gives us further insight into his code.<br />
<br />
So, if we created our own exe that recreated(and improved upon)the functionality found in his would that be illegal? The resulting code would be unique and would belong to the SEV community. Strategy First could keep the original code because ultimately we would'nt need it anyway. <br />
<br />
I have done some programming in Delphi as have others around here I am sure. We can leverage the talent found in the SEV community. Lets face it, no more patches are coming any time soon. The game still has bugs and tweaks that need to be attended to. <br />
<br />
If we don't step up who will?<br />
<br />
Just because S1st has forced Aaron to roll over does that mean we have to as well?<br />
<br />
Is it doable? yes<br />
Will it be difficult? yes<br />
Is it impossible? no]]></description>
<pubDate>Thu, 17 May 2012 22:55:50 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69520.html#69520</link>
<guid>http://www.spaceempires.net/ftopicp-69520.html#69520</guid>
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