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  #1  
Old November 17th, 2007, 09:19 AM
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Default quick SEV gameplay questions

Back to SEV after a year or what. A few quck questions:

- How can i destroy certain facilites on a planet ?
- Where is the button to build X units where X = one turn`s worth ?
- How can i save designs so i can load them in a new game instead of designing all basic ships once again ?
- Is there a PBW for SEV ?
- Are there any mods (major ones) besides the balance mod ?
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  #2  
Old November 17th, 2007, 12:56 PM
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Default Re: quick SEV gameplay questions

Wow. Now that is a good measurement about how much ppl like SEV. lol.
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  #3  
Old November 17th, 2007, 01:55 PM
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Default Re: quick SEV gameplay questions

- scrap cargo. you can also jettison cargo. facilities are considered cargo.
- there is none
- save empire with designs
- yes
- I wish there were since so many people spent so much time (I won't say whining) asking for moddability.
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  #4  
Old November 17th, 2007, 02:22 PM
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Default Re: quick SEV gameplay questions

One turn's worth is not needed, since build points carry over between projects and turns. Just build as many as you need or want.
For example: a carrier capable of holding 30 fighters, plus 30 fighters, repeat build.

There are a number of mods in progress as well. Gritty Galaxy, for example. (Screenshot)
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Old November 17th, 2007, 03:16 PM
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Default Re: quick SEV gameplay questions

SJ, I would disagree. Frequently it is desirable to build just 1 turn's worth, whatever that may be, and then move on to building something else. Currently, you have to use trial and error to figure out what that number is.

Also for your example above, why wouldn't it just be easier to build 1 on repeat build instead of 30?
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Old November 17th, 2007, 03:32 PM
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Default Re: quick SEV gameplay questions

In Se4, building one turn's worth at least allows you to quickly optimize your production rate. (Although building more usually results in 5 units in 4 turns, rather than one per turn for example)

In SE5, one turn's worth provides no such advantage.
One turn's worth means that you don't know how many you really want.


If you were to put one on repeat build, then you'd end up with 30 fighters and 30 carriers.

What you want in the example, is a bunch of carriers and 30 fighters to fill each of them.
Building 30 fighters (perhaps 10 bombers, 10 interceptors, and 10 dogfighters), then one carrier, and hitting repeat build, means that each time you finish a carrier, you have built exactly what you need (30 fighters) to fill it and send it into combat right away.

When you know what you want to end up with, one turn's worth is irrelevant. You get what you want as fast as it can be produced.
And if you are really stuck on it, you can do the "build 1, repeat" thing.
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  #7  
Old November 17th, 2007, 07:15 PM
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Default Re: quick SEV gameplay questions

Ragnarok-X said:
"Wow. Now that is a good measurement about how much ppl like SEV. lol."


Actually, it is a very bad measurement. Most (all?) people in the Americas were sleeping. 4 AM for west coast, 7 AM on a Saturday for east coast...

"- Are there any mods (major ones) besides the balance mod ?"

The Wiki has quite a list going.
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  #8  
Old November 17th, 2007, 07:28 PM
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Default Re: quick SEV gameplay questions

Quick one. Assuming i would like to create a facility that has the ability to scan the scan the system (i.e. get rid of the fog of war) for a range of X, how should the entry look ? I dont need the general things, but the ability entries.

Can it be modded so it requires a constant upkeep each turn ?
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  #9  
Old November 17th, 2007, 07:34 PM
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Default Re: quick SEV gameplay questions

Use the same abilities as basic sensors. Maintenance is paid on all facilities.
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  #10  
Old November 17th, 2007, 08:17 PM
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Default Re: quick SEV gameplay questions

You can get rid of fog of war in Settings.txt, if you want it removed completely.

Base Sight Range Colony := 0

Set to 25 or so and you'll cover the whole system.
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