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August 27th, 2007, 07:14 AM
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Private
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Join Date: Apr 2005
Location: Germany
Posts: 15
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Re: Question about Bugstatus and playability of SE
Ah, thank you, Randallw
Like we say here in germany : i will throw an eye on the BM (means : i will have a look  ).
Though, two of us three have little experience with SE5 (and SE4), we may start up with BM from the beginning, following your recommendation.
Another question to Damage-Location:
The ships in SE5 have 3 decks containing their devices.
How does the damage-location work in SE5? The ship-battles are 2-demensional, and the ship-models are 3D.
Does the incoming damage count against 1 deck chosen randomly, and the depth of the shot (in example in the case of a depleted uranium cannon) damaging step by step the components ? (mmh.. i think, its more complicated...)
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August 27th, 2007, 07:49 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Question about Bugstatus and playability of SE
Damage is first applied non-directional to shields, then armor, then directionally to outer and inner slots. Decks are only present to provide more slots and don't have any effect on damage distribution.
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August 27th, 2007, 11:06 AM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Question about Bugstatus and playability of SE
They must give at least some damage distribution. If you place 3 components on the same slot on all 3 decks, which one will be damaged first? Will the damage be spread out between all 3 components with each subsequent shot?
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August 27th, 2007, 11:25 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Thanked 14 Times in 12 Posts
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Re: Question about Bugstatus and playability of SE
I'd guess it would be in the order of placement...
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September 5th, 2007, 10:54 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: Question about Bugstatus and playability of SE
Basically, SE5 seems barely usuable for "pure" MP gaming to me.
The AI is seriously crippled as several ministers do not work at all (not brain-dead as in SE4, mind you, they're doing absolutely nothing !!) - I heard of the Pop Transport Minister and had no luck getting Satellite or Minelayers to work.
This not only makes the game a walkover concerning SP and MP gaming with AI players, it adds to (unnecessary) micromanagement as well ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 7th, 2007, 08:16 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Question about Bugstatus and playability of SE
SEV only truly shines in MP, where strategy can really change the outcome of the game. In SP an inefficient economy supporting brute force is enough.
IMHO it's better to play less complex games like Sword of the Stars if you want to play singleplayer... not that the occassional short skirmish against the AI in SEV couldn't be fun.
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September 18th, 2007, 11:33 AM
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Private
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Join Date: Apr 2005
Location: Germany
Posts: 15
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Re: Question about Bugstatus and playability of SE
Does the Balance Mod even fix the problems of the AI's, so i may play games with 1 or 2 Player-Empires and 4 or 5 Computer controlled ones, which makes sense?
Otherwise..
I have a problem. On one side, i can't play against AI-Empires to get some practice, 'cause of the non-existant AI-brain. On the other side if i play a multiplayer game with x Players, then it may be that I have to trash my little Empire for sure after 100 or 150 rounds of play, because someone tramples me down, and my little practice of playing SE5 isn't enough.
With the current status with SE5 today, the only thing i can do (from my point of view) is to put the game into the box and on the shelf, and wait for the next 2 patches, before i may have my next look on it.
I hope, i may play a game in SE5 this year, in which it makes sense to play against some AI's and 1-2 human players.
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