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Author Topic: Space Empires V  (Read 22559 times)

RAM

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Re: Space Empires V
« Reply #120 on: July 23, 2010, 01:13:42 am »

Yay! my efforts to break my programming must be succeeding, I used to just be a random memo generator...
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timferius

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Re: Space Empires V
« Reply #121 on: July 23, 2010, 03:40:59 pm »

So, I don't think anyone ever explained what all these files I get after I complete the turn are? And will the fail-log ever start working again? Tune in next week to find out.
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RAM

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Re: Space Empires V
« Reply #122 on: July 23, 2010, 05:13:35 pm »

Well, ummm, gimme a list of them and maybe I might be able to figure it out.

Short answer, there is the save file, which has the current state of all the items in the universe, and the log file, which records stuff from previous turns that the game wants to hang onto for some reason. Like the actions of other players, probably some notes about combats... Not really sure to be honest, but I have found that it seems to get buggy if you have the wrong log file in a simultaneous game. Like if you load an old game and don't move/delete the log file which is, effectively, from the future...
 There may also be an autosave file.

P.S.
 It occurs to me that the log files may only work if they are maintained consistently from the time the turn is processed, presumably that is done at the first or last player's turn...
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timferius

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Re: Space Empires V
« Reply #123 on: July 23, 2010, 05:43:51 pm »

Well, I guess being the last player, I get a metric ton of files. basically, for each player, theres a xxx_xxx_blahblah_log.hlg and a etc_etc_yadda_stats with no extension listed.
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RAM

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Re: Space Empires V
« Reply #124 on: July 23, 2010, 06:33:49 pm »

That sounds likely. I don't see any harm in uploading them, unless you are worried about how much you upload. Someone with any experience in multiplayer games might be able to identify them...
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Boksi

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Re: Space Empires V
« Reply #125 on: July 24, 2010, 10:08:03 pm »

Some more RPing.

A haughty dry voice is heard. "You say it's cheaper then? Your proposed warship is cheaper than our Leidangur-class scout vessels, even though it is bigger? The KGF does not need cobbled-together deathtraps."
A nervous voice responds: "I assure you, sir, Project VVV is merely cheaper because it does not require as many expensive, specialized components like the Leidangur does."
"The Leidangur uses a single DUC. What does Vegavinnuverkfaeri do then? Is the entire ship nothing but a big, flying brick to smash into another ship?"
"Sir! The Vegur uses nothing less than state-of-the-art weapons! Two of Project TEM's blaster-systems, along with a missile launcher and two point-defense turrets, all linked to a SotA targeting suite!"
"...Project TEM, eh? The Obreytendur won't be happy with that at all, you know."
"...I know sir. But they are a minority, especially in the KGF, are they not?"

There is a distinct lack of response for a while.

"Well then. What are the results of the simulations?"
"The Vegur can take down three Leidangur ships with no trouble. Four, however, can take it down with casualties; usually one goes down and another loses its DUC. Sir."
"I see... But why do you call it the Vegur instead of Vegavinnuverkfaeri?"
"Vegavinnuverkfaeri is the project name, sir. The ship is named Vegur Hins Rettlata, or Vegur for short."
"Good to know. I will mark all that down in my report."
"Thank you, sir."
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

RAM

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Re: Space Empires V
« Reply #126 on: July 24, 2010, 10:28:41 pm »

Heh heh, heh heh heh, heh hee hah hah.
Sorry, inside joke...



Eyes dwindle and fade. Song sung long and deep and alone but for the harmony. Wall wither, tunnels end, the void expanse encroaches.
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Urist has been forced to use a friend as fertilizer lately.
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Captain Mayday

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Re: Space Empires V
« Reply #127 on: July 25, 2010, 10:26:04 am »

General's Log. Date: 2400.8
Received memo today from the Intrepid project. Looks like our exploration efforts have finally paid off.
For the last few months we've been establishing colonies within our own system as a feasibility study on domed colonisation. It's been such a long time since we've done this kind of colonial work that we've practically forgotten how it was done.
The plan was to ensure that we were able to make working colonies in system before placing them on the inhospitable worlds in other systems.

Today, that plan changes. One of the Intrepid class explorers has located a system with not one but three fully habitable worlds, although the larger one will require a certain amount of terraforming to maximise the comfort for our citizens.
The most recently constructed colony ship has undergone a quick refit, and is bound for the distant star system, heralding a glorious new age for the Unification!
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RAM

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Re: Space Empires V
« Reply #128 on: July 25, 2010, 09:30:21 pm »

The song grows familiar and yet distinct, greater and yet smaller, eyes grow weary yet the song remains unfinished.
 Strange new terrors travel in the tune, questionings of hunger linger, yet the song sounds with restraint.

Looking out the window of the Jarnsmidur, one of the inhabitants sees a dark patch in the nearby warp point. A curved form with jagged protrusions around the near end.

In deep space there is a blip on the edge of sensor range, which promptly vanishes.

"Leader they have sensed alien objects, consistent with alien minds."
"Watch them."
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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timferius

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Re: Space Empires V
« Reply #129 on: July 26, 2010, 09:19:55 am »

One thing we've noticed since we took physical form is the distinct difference between the composition of the universe from how we percieved it before. As beings of pure energy, we never noticed things like life-forms and planets. We saw the cosmic flow of energy from stars, the winds of change and creation throug out the universe. As we start to explore the neighbouring star systems, we realize that this is a universe we've never seen, almost as if we've moved on to a strange new universe, where everything we knew must be learnt again.
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timferius

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Re: Space Empires V
« Reply #130 on: July 27, 2010, 09:58:55 am »

Arrgh, my computer crashed last night right as I finished my turn, and I had to go. So my turn will be up tonight, sorry all!
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RAM

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Re: Space Empires V
« Reply #131 on: July 27, 2010, 06:47:40 pm »

I find that SEV doesn't respond well to alt-tabbing. Sometimes it is fine, but sometimes my whole computer grinds to a halt...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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timferius

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Re: Space Empires V
« Reply #132 on: July 27, 2010, 09:07:43 pm »

My problem just had a bit of a seizure, I think it has epilepsy. Anyways, turns up, also, seems the move logs are working?!
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RAM

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Re: Space Empires V
« Reply #133 on: July 28, 2010, 12:23:09 am »

Awesome, I haven't even tried lately, you should get a "contact with new race" message the first time an alien ship enters view, so until you have an alien on your diplomacy screen it shouldn't be an issue.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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timferius

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Re: Space Empires V
« Reply #134 on: August 04, 2010, 06:25:07 pm »

Spoiler (click to show/hide)

Ok, so, not sure what happened here... will my ships automatically start combat if their preset route passes through another ships sector? Or was the combat from a previous turn and simply a replay? On that note, am I giving away too much information here? I'm not sure of the general level of secrecy in this game multiplayer wise.
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