SE V Demo OUT!

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Post by Hotfoot »

Re-downloaded the god damned torrent, and whaddya know, still busted. When I load it up, there's a big black screen of nothing, and whatever error report is showing - isn't! It won't run on any resolution, even windowed. Fantastic.

Fortunately it runs on my other computer. By the way, what happened to directional batteries?
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Post by Alan Bolte »

Only got through a few turns before I got some kind of 'read access violation' error.
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Post by MKSheppard »

Seems to be a fairly common thing, lots of bugs within the game..... :x
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Post by Trogdor »

Heh, didn't bother trying to slide the research percentages after the it didn't work with intelligence, I guess.

After realizing the speed with which you can get to basic sensors 7, the need to explore systems is not seeming like a big deal anymore.

Anybody know what ordnance is? I'm too lazy to play through the tutorial to find out.

Diplomacy, I noticed, has been refined considerably. You can even tweak where non-aggression pacts work, so no more easy backstabbing for allies if you're a shrewd diplomat. Hell, you can even form alliances with their own banner.
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Post by Arthur_Tuxedo »

Just finished my first 100 turn game (100 turns is the limit for the demo), and managed to conquer another race's homeworld and wipe them off the map. I'll list my impressions in roughly the ordered I encountered / noticed them.

Setting
The race and empire options are a little bit better, and a little bit worse.

They got rid of the sliders for Aggressiveness, Defense, Happiness, etc., which I actually approve of (unlike the rest of the SE fan community, it seems). Those sliders were a bunch of min-maxing crap. But what they replaced it with is just as flawed. Namely, a Government setting that's basically an obscured slider where a bunch of values get bonuses and penalties together. Very obtuse, and I imagine most people will just set it to the neutral value so they won't have to deal with it.

They expanded the fluff options, and the whole empire creation process feels a lot more unique now. That's a good thing. Overall, I think I prefer SEV's creation slightly, but it could still use some work.

Interface
Once you get in game, the interface immediately struck me as worse. Once I got used to the new hot keys and the custom layouts it wasn't so bad, but I still think I prefer most parts of SEIV's interface. For the first hour or so, I didn't really know where the star systems were in relation to each other, and didn't have good situational awareness within the systems. Most of the reason I didn't like it at first is simply because I was used to the old one, but SEIV's interface is better in one way, smaller icons. Custom layouts are nice, but SEIV's smaller icons allowed it to fit more information on ship lists, construction queues, etc. Now you really have to pick and choose what you want displayed, and switching between layouts is a pain.

The new percentage-based research interface is better in some ways, more limited in others, but I think I prefer it overall. Didn't get a chance to do much with Intel, so I can't comment on that. The new design system is more fun, but more time consuming. It would be nice to have the option to use an SE4 style design where you don't plonk each system down into an individual spot, as this is much faster than SEV's system.

The biggest complaints about the interface are:

1. The ship and planet status icons on the system map that are so big you can't see the ships and planets or read their names and yet contain very little information.

2. The turn log just plain sucks, mostly because it lists every unit you construct individually.

Research, Components, etc.
I definitely like the new tech tree. It's similar in most ways, but it extends into infinity, with an infinite number of tech levels for each tech, with capabilities based on formulas. It's horribly unbalanced as implemented, of course, just like every stock SE game is unbalanced, but the formulas will make modding much, much faster and easier to manage.

Components are fairly similar as before, although there are some differences. Phased Polaron Disruptors are no longer the all-conquering, only-weapon-you'll-ever-need components they were in SEIV. I rushed them and found out that I should have just stuck with DUC's. Base Space Yards have been moved WAY back on the tech tree, so no more gaggle of orbital spaceyards artificially putting early construction through the roof (I like this change myself, most probably won't). Shields seem to give more damage resistance for the buck and for the size than armor, just as in SE4, although I didn't research armor past level 3, so I could be wrong on that. The idiotic engine system rewards you for sticking one engine of the most advanced kind and then the rest ion. That was also an issue in SE4, I just mention it because it hasn't been fixed.

Ship sizes are interesting, and an improvement. Instead of ship construction yielding frigate -> destroyer -> light cruiser, etc., there are an infinite number of levels of each ship size that adds 25 kT with each level. In theory, you could have a 10 mT frigate, but the cost would be prohibitive. Once you get level 5 of each one, it unlocks the next biggest ship, which actually tends to be the same size at first as the level 5 version. The bigger one has more penalties, needs more crew, etc., but is cheaper to research subsequent versions. It's interesting, but the end result is the same as SE4. You go to level 5 and then get the next biggest one. It doesn't make smaller ships continue to be viable later like I think it was intended to. It's almost a shame how close it comes to my idea of how ship sizes should work (which I've outlined in other threads), and yet how badly it misses the mark. Still, it's definitely better and more interesting than SE4's system, and will make my ideas a lot easier to implement.

Combat
There's no number big enough to express how much better SE5's combat system is than 4's. Some games are good with turn-based combat, but I feel the SE series was not one of them. No more missile dance, no more warp point defense fleet wiping out the enemy before they can fire a single shot, no more "first to shoot wins", no more ships with high movement capturing other ships or planets without having a shot fired at them, and no more of a thousand other idiotic concerns that players had to worry about in SE4.

Still, it needs some work. The AI is still atrocious, satellites defending planets don't work (they launch and sit so far above the planet that the enemy can waltz right up and glass it without coming in range of the satellites), and most annoyingly the game will sometimes arbitrarily decide that the combat has ended when it clearly hasn't. Still, even when you get hit with one or more of these bugs, it's a thousand times better than SE4's combat system.

Ground combat seems to work pretty nicely, but Aaron really should have re-thought troop designs. He left them as 10-30 kT size, 250-750 minerals cost units, but didn't realize that neither the ground combat map nor people's systems would support the hundreds of troops on each side that this lends itself to. They should really be a whole lot bigger (since troops are the ground-combat equivalent to ships, not fighters), so that you'll have a few dozen on each side at most, because as it stands it would be like making it possible to build 10 battleships per turn and then wondering why every space combat brings peoples' systems to their knees. The cost is about right, since it seems to be about 10 times what they cost in SE4, but he should have made them 10 times bigger as well. The way it is now, any troop transport larger than the smallest one is a waste. In fact, you can strip one gun and one shield generator (or something) from an attack ship, give it two or three cargo bays and it will be a fully functional troop transport.

Overall
The game is large improvement over SE4, and I can't wait to mod it and see what other peoples' mods look like. People who had hyped the game into the be-all end-all in their minds will be disappointed, but those people are always disappointed.
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Post by Stark »

Not having played SEIV, from my perspective it's all quite good. I'll agree the UI is pretty weak, and I can't comment on the changes to tech systems etc since I've never played a long game. However, it's a satisfyingly complex game, much different to something like Galciv 2.
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Post by Trogdor »

Arthur_Tuxedo wrote: The biggest complaints about the interface are:

1. The ship and planet status icons on the system map that are so big you can't see the ships and planets or read their names and yet contain very little information.
Go into empire options, then system display, and set flag size to small. That'll help.
2. The turn log just plain sucks, mostly because it lists every unit you construct individually.
I agree on this 100%. Want to make 25 police troops on your planet? Be ready to see 25 log entries. And I swear I'm seeing entries from several turns ago.
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Post by Stark »

I've seen that too - on my third turn. It told me about the tech levels I achieved the turn before, again. I think it just put the slider in the middle of the log instead of the latest entries, though.
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Post by Sharpshooter »

Trogdor wrote:I agree on this 100%. Want to make 25 police troops on your planet? Be ready to see 25 log entries. And I swear I'm seeing entries from several turns ago.
Ditto, and you are from what I've seen, and it doesn't even reset you to the top next turn, either. The end-of-turn warning thing also bugs me, since the game doesn't recognise that I don't HAVE intelligence points to spendand thus shouldn't be nagging me about it..

Other things I've noticed:

System view rotation and angle speeds seem way too slow, as in taking several seconds of furious mouse-wheel spinning to get a substantial change.

Movements on the system screen also seem a bit jerky compared to IV. I could understand for direction changes, but the ship shouldn't be stuttering every time it moves a hex.

Speaking of stutters, there's also a good one you get if you bring up certain windows while in combat.

Is anyone else annoyed with some of the notations and units of measurement that're being used? For example, they talk about weapon ranges and the like in terms of light-seconds, yet your ships will be pushing barely 12 kilometers a second in combat, and they're using stuff like "intelligence generation decreased by -5" and so on.

And the little description window that pops up when you're scrolling over certain things is reeeeeally starting to get on my nerves, especially during designing. Toggle it to F1 or something like that, but don't make it automatic, seeing as how it can block your view of several important functions. Oh, and while on designs, I'm also perturbed with the inability to designate new ship types - my colony ship is just that, a "colony ship", not a colony ship (rock).

EDIT: Well, I know that, and I usually have the warning off in IV anyway - it's more the fact of that it isn't aware of that I don't have points to spend in the FIRST place and yet is telling me I haven't spent them anyway.

DOUBLE EDIT: And they didn't update the sound effects? Dammit, the music raised my hopes only to bring them crashing back down.
Last edited by Sharpshooter on 2006-09-16 11:19pm, edited 2 times in total.
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Post by Stark »

I'm getting frequent crashes in the vehicle designer - range check errors, number out of range errors, etc.
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Post by Trogdor »

Sharpshooter, you can turn off the end of turn warnings if you want, then clicking end turn will end the turn rather than bring up a confirmation box.

As for the system rotation and angle speeds, I've just avoided the problem by switching to the 2-D view of the systems. It's not as nifty looking, but I don't get disoriented as to which warp point leads where anymore.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

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Post by Arthur_Tuxedo »

The help text popups can be toggled to Name only instead of Name + Description, or turned off entirely.
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Post by Sharpshooter »

Arthur_Tuxedo wrote:The help text popups can be toggled to Name only instead of Name + Description, or turned off entirely.
Oh. Well, I guess that settles that.

I just thought of something, by the way: has anyone been jerking around with the upgrade system in any kind of an extensive manner? There's a dirty trick-bug I know of where you can get super-duper-expensive ships done in a fraction of the time normally required (though at increased expense) by making several pre-cursor ships, each a slight step up from the predacessor and them simply hopping from one to the next to the next, and I'm hoping that someone figured out a good way to stop this, like maybe requiring modification time based on the cost difference and the like.

And before anyone asks, NO, I don't practice in any way except for luxury stuff, like baseships designed to link system clusters up in nice geometric patterns or create and destroy planets again and again until I get every one to my atmosphere type.
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Post by Nephtys »

You mean Retroseries? That's always been around, and everyone did it in SEIV. It's more expensive but faster, IMO a pretty decent tradeoff.
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Post by Graeme Dice »

Nephtys wrote:You mean Retroseries? That's always been around, and everyone did it in SEIV. It's more expensive but faster, IMO a pretty decent tradeoff.
It's unfortunate that it hasn't been done away with entirely, since that's an example of the horrible amount of micromanagement SEIV suffers from.
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Post by brianeyci »

I'm really itching to play and slaughte-- um have fun with certain people (looking at you Stark heh heh).

First impressions are... well, I went through empire creation and looked five seconds at the ship creation screen. It's good that it's possible to allocate what kind of research your empire starts out with. More later when I finish a game.
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Post by MKSheppard »

Arthur_Tuxedo wrote: Ship sizes are interesting, and an improvement. Instead of ship construction yielding frigate -> destroyer -> light cruiser, etc., there are an infinite number of levels of each ship size that adds 25 kT with each level.
Which brings me to a mod I'm working on to make each ship type useful throughout the game.

Basically you start with the following hulls you can build:

Frigate: Has a 25% or so maintenance reduction bonus due to it being a cheaply built escort; which makes it much more feasible to build these to act as patrols with a sensor to keep your systems scanned.

Destroyer: has a +4 movement or so bonus, to represent the fact that DDs are the picket ships of the fleet, capable of moving out fast to intercept threats before they reach the main battleline.

Cruisers (Light/Heavy/Battlecruisers): Has a supply/ordnance bonus, representing the fact that these ships are designed for "cruising" over long distances as was with historical cruisers.

Battleships: LOTS of damage hit points; to represent insane subdivision within.
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Post by MKSheppard »

God damn it you can't mod the demo data files majorly
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Post by brianeyci »

Looking at the grayed out game options, I see cheats are enabled. Does anybody know the cheats for SE:V so I can take a look at all the technology right away? :P.
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Post by Arthur_Tuxedo »

One way to see later tech is to deselect all initial tech levels. It's a bug. You get the point refund, but you still have the techs when the game starts.

I tried to see the whole tree by giving each research facility 100K research points, but alas, you can't mod the demo.
MKSheppard wrote:Which brings me to a mod I'm working on to make each ship type useful throughout the game.

Basically you start with the following hulls you can build:

Frigate: Has a 25% or so maintenance reduction bonus due to it being a cheaply built escort; which makes it much more feasible to build these to act as patrols with a sensor to keep your systems scanned.

Destroyer: has a +4 movement or so bonus, to represent the fact that DDs are the picket ships of the fleet, capable of moving out fast to intercept threats before they reach the main battleline.

Cruisers (Light/Heavy/Battlecruisers): Has a supply/ordnance bonus, representing the fact that these ships are designed for "cruising" over long distances as was with historical cruisers.

Battleships: LOTS of damage hit points; to represent insane subdivision within.
My idea is somewhat similar, but different. We'll see whose is better when the full game comes out. :)
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Post by Trogdor »

I've noticed the planet atmospheres don't seem to be neatly color coded anymore. I've seen several blue planets that have methane atmospheres. Think it's a bug? I always thought it was quiet convienent that you could tell the type of atmosphere just by looking at the planet.
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Post by brianeyci »

No matter how bad the base game is... and let's face it the SE:IV base game blows... as long as it's as moddable or more moddable than SE:IV it'll be a winner to me. Bad AI can be fixed, everything can be fixed except the strange UI but I'm guessing that's just because I'm used to the old one.

Good old Advanced Storage Techniques and Hardy Industrialists are still there, in their broken 1000 point form :). And still the useless mechanoid and lucky traits heh heh.

Does anybody know the shortcut to put just enough research points to get the research for a particular area done in 1 turn?

For the people with bugs (Hotfoot?) I had that bug too running on an integrated video card on a laptop, but when I turned down the setting to low everything and switched to 16 bit color, I didn't get black screens anymore or garbled graphics.
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Post by GuppyShark »

The UI is growing on me majorly. I like the high res, I just need to tweak some things so that it pans in the right direction, etc.

Is it just me or does stock SEV research take WAYYYYYYYY longer than SEIV, even tailoring your spending correctly?
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Post by Arthur_Tuxedo »

brianeyci wrote:No matter how bad the base game is... and let's face it the SE:IV base game blows... as long as it's as moddable or more moddable than SE:IV it'll be a winner to me. Bad AI can be fixed, everything can be fixed except the strange UI but I'm guessing that's just because I'm used to the old one.
True. I was immediately turned off by the game's interface, but found myself humming around with great efficiency a couple of hours later. 10% of my displeasure was its actual sucktitude, while the other 90% was just being used to the old one.
Good old Advanced Storage Techniques and Hardy Industrialists are still there, in their broken 1000 point form :). And still the useless mechanoid and lucky traits heh heh.
ASY got the nerf bat in a major way. In fact, it wasn't so much of a nerf bat as an erect cock slap. Specifically, it only increases cargo capacity for ships and planets, and doesn't increase space for faciilities. Not even worth 250 points now, much less 1,000.

But yes, those attribute costs are awful.
Does anybody know the shortcut to put just enough research points to get the research for a particular area done in 1 turn?
I'd also like to know where the lap dance button is, but I'm starting to think that one doesn't exist either. ;)
GuppyShark wrote:Is it just me or does stock SEV research take WAYYYYYYYY longer than SEIV, even tailoring your spending correctly?
I noticed that, too. Although construction actually seems faster, and resources appear more plentiful. With the infinitely upgradeable research centers and mining facilities, the late game should feature incredimassive numbers of super-upgraded ships slugging it out. Should be fun :)
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Post by Vehrec »

Me and my brother spend most of yesterday playing this on and off. He complained that he often got bad planets, and I didn't get to play that much. That said, Combat was our biggest peve. Space combat always degraded to ships running at each other, turning to fire broadsides, and then the losser running. My ships often maxed their movement, and could make a passible persuit, but he prioritized weapons and survivability, and often let ships slip his grasp. Utilizing both designs at once would have been ideal.
Ground combat. . . How do I hate thee. Why are my hover tanks incapable of routing the tiny milita of this planet? Not only nonsensical, but lacking in any kind of AI. Again. My vehicles would simply sit there despite repeated fire orders. This was not a singular occurance. And transport requirements seemed lacking. It should take more than one ship to land an invasion force.
So yeah, it was buggy and imbalanced. Didn't go searching for exploits or ways to cheat, but yeah.
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