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Home » news » forums » Space Empires V » Space Empires V FAQs

Research By Percentage SUCKS

Nazrac's picture
Submitted by Nazrac on Thu, 2008-06-19 16:20. Space Empires V FAQs

I don't know why they didn't just reuse the research interface from SE IV. I absolutely hate this allocation by percentage. I spend countless minutes each turn just trying to allocate my research in a way that I get the next tech levels instead of having points wasted in half the items researched as they only get a partial level. I click on a tech, then I use the arrows to go up or down 1 pt at a time until I get the right percentage to get the next tech level. Sorry, but this is a big leap backwards compared to the old interface.

Is there a way to use some of the old SE IV features such as automatically allocating enough points to get the next level? Or at least a way to use direct values such as I could manually type in 10,000 pts in one tech?

Firing arcs? ›
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BlueTemplar's picture

Re: Research By Percentage SUCKS

Submitted by BlueTemplar on Thu, 2008-06-19 16:36.

Use shift+click to add/remove 10% instead of 1, and try this mod:
http://wiki.spaceempires.net/index.php/Random_Research_Mod

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Thy Reaper's picture
Mod Designer

Re: Research By Percentage SUCKS

Submitted by Thy Reaper on Thu, 2008-06-19 19:04.

I believe one of the common requests during the SE:IV era was to restore SE:3's way of handling research.

Ironically, undoing the revert is now a common request.

-----
A project a day keeps the deadline away.

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Nazrac's picture

Re: Research By Percentage SUCKS

Submitted by Nazrac on Thu, 2008-06-19 19:13.

Thy Reaper wrote:
I believe one of the common requests during the SE:IV era was to restore SE:3's way of handling research.

Ironically, undoing the revert is now a common request.

-----
A project a day keeps the deadline away.

If I remember it right, SE IV gives the option to allocate by percentage. I never used it. I like the SE III tech tree, I just hate this backwards interface.

There are many other extra clicks in the interface that were not there before but that is another subject. Maybe I should look into the mod downloads and see if I can build a new interface.

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benc's picture

Re: Research By Percentage SUCKS

Submitted by benc on Thu, 2008-06-19 19:47.

you can simple click on the percentage bar, the left end is 0%, the right one 100% (or just maximum allowed if you allready spend some on another techs)

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Re: Research By Percentage SUCKS

Submitted by weregamer on Thu, 2008-06-19 20:19.

And this system is ENORMOUSLY better than the SE3 or SE4 ways if you are trying to research something intensely. If you allocate more than enough, the extra points are spent toward the next level of the thing, or dumped back into the pool if that was the last level.

This is very important when you have just opened up a new tech and want/need to get far into it right away. Get to Whizzy New Weapon (Rank 4) right away instead of waiting four turns and having to put off using the tech even longer.

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Thy Reaper's picture
Mod Designer

Re: Research By Percentage SUCKS

Submitted by Thy Reaper on Fri, 2008-06-20 01:17.

I think one of the best setups would be some sort of fusion between the two systems.

You'd add a technology to the stack, and it defaults to "Finish in .1 years", but you can change it to finish slower, or to finish multiple levels (i.e. Finish X Levels ASAP). That should reduce the time spent clicking, and achieve the vast majority of what people want to do with their tech with less effort, and less mental math.

-----
A project a day keeps the deadline away.

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Re: Research By Percentage SUCKS

Submitted by LordDemon on Fri, 2008-06-20 04:11.

I think current system is better, but it could use a simply "set to 1 turn completion" button, and clicking that would set enough free research to it so the tech would have time of 1 turn.

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Re: Research By Percentage SUCKS

Submitted by Genveir on Fri, 2008-06-20 09:46.

Also, you don't have to click through it one percent at a time to figure out your right spot. Start clicking from 0%, at 1.0 years, you need 10 times as much research to complete in 0.1. At 0.5 years you need 5 times as much, at 0.2 you need twice as much. You get the idea.

Doesn't take a math genius and it's a helluva lot faster to just start at 0, see it go to 1.0 at 6%, and just flip it to 60% with the mouse. You can't end up too low, you can always check if you can go 1 or 2 percent lower.

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Fri, 2008-06-20 10:06.

Quite true. setting 1% will give you the number of %points needed for completion in one turn.

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Re: Research By Percentage SUCKS

Submitted by capnq on Fri, 2008-06-20 12:37.

Nazrac wrote:
If I remember it right, SE IV gives the option to allocate by percentage.
No, in SEIV your options were to put all research into the first project in the queue, with any excess going to the next project, or to split the research evenly among all the projects in the queue, 12 projects maximum.

The percentage system in III & V is a lot more flexible. Most of the complaints about SEV's version are with the UI.

-----
"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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Nazrac's picture

Re: Research By Percentage SUCKS

Submitted by Nazrac on Fri, 2008-06-20 13:19.

I am aware that you can just click in the bar to set it roughly at a certain percentage. That is a very rough way of doing things. I want to allocate exactly the amount needed to reach the next tech level in 1 turn. In order to achieve that kind of detail, I have to click back and forth by 1% increments. Otherwise, I either over allocate and could have used those pts to work towards another tech or I under allowcate and don't get the tech level in one turn like I want.

This is strictly an interface issue for me. I like everything else about how the tech system works. If what LordDemon suggests was implemented, a 1 turn research button, then it would be perfect. =)

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Re: Research By Percentage SUCKS

Submitted by Zac QuickSilver on Fri, 2008-06-20 19:36.

There are several times (mostly in the late game) when even 1% is more than I want to put into something. What I wish you could do was allocate by research points (2000 into that one, 5000 in that one, and 9,600,000 into Stellar Manipulation for levels 31, 32, and 33)

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Sat, 2008-06-21 01:48.

Nazrac:
None of that clicking is actually necessary. As posted above, just set the spending in the area to 1%. If the time til completion is less than 10.0 years, that is the exact percent you need to set to complete it in a single turn. If it says 2.0 years, set to 20%, and it will be done next turn. Granted, a "fill to 1 turn" button would be nice, but you can still use the system efficiently as it is.

capnq wrote:
The percentage system in III & V is a lot more flexible. Most of the complaints about SEV's version are with the UI.
SE5's research UI is actually much improved over SE3's UI, however, by the simple inclusion of a clickable bar for setting rough percentage values in a single click.


SpaceEmpires.net | Space Empires Wiki

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Nazrac's picture

Re: Research By Percentage SUCKS

Submitted by Nazrac on Sun, 2008-06-22 14:45.

Fyron wrote:
Nazrac: None of that clicking is actually necessary. As posted above, just set the spending in the area to 1%. If the time til completion is less than 10.0 years, that is the exact percent you need to set to complete it in a single turn. If it says 2.0 years, set to 20%, and it will be done next turn. Granted, a "fill to 1 turn" button would be nice, but you can still use the system efficiently as it is.

capnq wrote:
The percentage system in III & V is a lot more flexible. Most of the complaints about SEV's version are with the UI.
SE5's research UI is actually much improved over SE3's UI, however, by the simple inclusion of a clickable bar for setting rough percentage values in a single click.


SpaceEmpires.net | Space Empires Wiki

I can understand that method and my own personal method is not far off. I do a mental calculation in my head for what 1% is worth, then click on the bar where I think the correct percentage is to complete a project. Your method, my method and any other method that anyone else can come up with is still going to require IMO too many mouse clicks to do a single task. Going by your method here are the mouse clicks that I count:

1. Click 1%
2. Click in the bar where you think the correct allocation is.
3. Click to get to where the rough estimate is. This may require several clicks.
4. Once you get to the rough estimate click the arrow key again to test if that really is the threshhold or if there is 1 more percentage pt that you can use on something else.
5. Click back one arrow opposite of #4 if it went over the threshhold. Otherwise test the threshhold again.

I count at least 5 mouse click to set one tech. Multiply that out by how many techs you want to set in any single turn and then multiply that out for the entire game. If you are familiar with egonomic studies, then you know how much of a strain all of these extra mouse click have on your wrist. That does not even address the time factor that it takes to allocate out your research points each turn.

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Re: Research By Percentage SUCKS

Submitted by Brad on Sun, 2008-06-22 17:53.

Oh noes! I have to click my mouse button five times! How will I ever recover from the damage that will do to my clicking finger!!!!11!1!1oneone!1

Sheesh.

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Nazrac's picture

Re: Research By Percentage SUCKS

Submitted by Nazrac on Sun, 2008-06-22 19:53.

Brad wrote:
Oh noes! I have to click my mouse button five times! How will I ever recover from the damage that will do to my clicking finger!!!!11!1!1oneone!1

Sheesh.

It is called a critique on the interface. I help design software for a living. You may not think that excessive mouse clicks are a big deal, but I think it is an area that can be improved.

If you have any experience playing any other EX4 games, then you would have an idea of how other game makers streamline the interface and take a lot of tedium out of the game. An extreme example is from a few years ago in Reach for the Stars. The interface was extremely streamlined. A turn that would take 15 minutes in SEV can be done in 2 minutes in that game.

But if clicking all over your screen is what you consider fun, then you would not appreciate such gaming innovation.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Mon, 2008-06-23 01:07.

Reach for the Stars apparently wasted all their development time on ergonomics, and spent no time making a game that was actually worthwhile to play. Eye-wink

I never said the research system wasn't clicky (and alluded to the single button to optimize 1 turn), just that its not quite as horrible as it could be. Eye-wink


SpaceEmpires.net | Space Empires Wiki

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Re: Research By Percentage SUCKS

Submitted by capnq on Wed, 2008-06-25 10:10.

One can also just click "Accumulated Cost" and calculate what percentage of your output is needed.

Over time, I've found I'm getting better at estimating where to click on the bar to get close to the desired percentage.

-----
"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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BlueTemplar's picture

Re: Research By Percentage SUCKS

Submitted by BlueTemplar on Thu, 2008-06-26 19:05.

Anytime you do math playing a video game, the Great Phong kills a kitten. Please, think of the kittens!

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Fri, 2008-06-27 02:58.

UR DON IT RONG! Sticking out tongue

BlueTemplar wrote:
Anytime you do math playing a video game, the Great Phong kills a British Grey Squirrel. Please, think of the squirrels!

FIXED! Laughing out loud

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Re: Research By Percentage SUCKS

Submitted by rahlubenru on Fri, 2008-06-27 10:14.

You realise the "British grey squirrel" is in fact the american grey squirrel and it's the reds that are native Sticking out tongue

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BlueTemplar's picture

Re: Research By Percentage SUCKS

Submitted by BlueTemplar on Fri, 2008-06-27 10:37.

Huh? I think I didn't get it... why squirrels?

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Sat, 2008-06-28 00:39.

YEs I know that. I was refering to the British population. Sticking out tongue

It's simple really. People have a good reason to kill of the British population of Grey squirrels, namely the fact that they've ousted the Red squirrel from most of the country. Sad the entire point was that doing math is a good thing. Smiling

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Re: Research By Percentage SUCKS

Submitted by Lucifer Domine on Fri, 2008-07-11 10:24.

Nazrac wrote:
I don't know why they didn't just reuse the research interface from SE IV. I absolutely hate this allocation by percentage. I spend countless minutes each turn just trying to allocate my research in a way that I get the next tech levels instead of having points wasted in half the items researched as they only get a partial level. I click on a tech, then I use the arrows to go up or down 1 pt at a time until I get the right percentage to get the next tech level. Sorry, but this is a big leap backwards compared to the old interface.

Is there a way to use some of the old SE IV features such as automatically allocating enough points to get the next level? Or at least a way to use direct values such as I could manually type in 10,000 pts in one tech?

This system is far better once you understand it... first off there is no "wasted" research, so you don't have to tweak it every turn to reduce % if the time to complete is 0.1 turns... and EXCESS points are automatically applied to the next level, so it isn't wasted. If there is NO next level, excess points are divided among all research areas by % allocated to them.

Secondly, as other people have stated, you can allocate by more than 1% at a time (shift click to do 10% a click or click somewhere on the bar to raise it to that level).

Thirdly, it's more realistic to me to have at least 1% research allocated to every field you eventually plan for your empire to use and dump excess percentage in areas you want faster... science doesn't put the rest of the world on hold to research one or two things at a time, usually there's at least ONE small research lab devoted to each project the empire deems "useful" while more are dedicated to areas the empire considers of higher importance (like hull design early on... or gas planet colonization when there's four or five huge ones of your atmosphere with ancient ruins in your starting system Sticking out tongue ).

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Fri, 2008-07-11 13:46.

Lucifer Domine wrote:
first off there is no "wasted" research, so you don't have to tweak it every turn to reduce % if the time to complete is 0.1 turns...
Sure you do. If you want to complete just 1 level in a certain tech, any extra points are wasted, because they could have gone to getting the next level in a more important tech sooner.

Lucifer Domine wrote:
Thirdly, it's more realistic to me to have at least 1% research allocated to every field you eventually plan for your empire to use and dump excess percentage in areas you want faster...
That's a pretty bad idea for a strategy game. But if you prefer sabotaging your own empire, have fun! Eye-wink


SpaceEmpires.net | Space Empires Wiki

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Re: Research By Percentage SUCKS

Submitted by Lucifer Domine on Fri, 2008-07-11 14:20.

Actually, it isn't a bad idea for a strategy game... it's the way I normally play. Have 1% minimum in every field still leaves me plenty to dedicate to techs I want sooner (not like there's a hundred tech areas available at the beginning). I've examined opponents ships and have noticed while they might outstrip me in 1 or 2 tech areas by a level or 2, overall my empire has far more tech advances and they make a huge difference...

In stock games it's not unusual for me to encounter alien ships with DUCs 2 levels higher than mine and hulls a level higher, but early in games I tend to concentrate on my defense ships using missiles over DUCs, so they seldom get to enjoy their fancy cannons and it is unusual for them to have PD developed to a point to counterbalance my range vs. their close range damage.

Plus, I'll end up getting Applied Research and Applied Intelligence developed faster... and each level of Applied Research upgrades has a profound effect on my research. Doesn't take long before 1% in a field means a level in 0.4-0.5 years. Combined with far more intel to use on sabotage/tech stealing means by mid game I have double the tech areas as the next most advanced race.

The system I use only makes you easy prey in the first year or so of the game... since I normally play with HIGH research cost anyway, most of my opponents can't get a significant jump above me in that time. I normally play large game maps, so even with the max number of opponents (human or computer) I seldom run into one early in the game.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Fri, 2008-07-11 16:18.

Your math is highly suspect. All you are doing is needlessly delaying the first tech areas to be researched; it still takes the same total number of points (and time) to finish all the techs in the end. It is always better to finish the level in tech A before starting work on tech B. You cannot get tech B any faster if you still finish tech A before it. 100% spending in A followed by 100% spending in B always results in getting B at the same time as any redistribution of points while A is being researched. Reducing spending in tech A will only ever serve to delay finishing tech A, which serves no useful purpose.


SpaceEmpires.net | Space Empires Wiki

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Re: Research By Percentage SUCKS

Submitted by Lucifer Domine on Fri, 2008-07-11 17:30.

In the long run, my system works better... I've tried both ways. Try it yourself sometime. The example you use is very limited in scope and isn't taking into account the fact that SOME tech areas improve overall research output (Applied Research is a prime example, some Cultural Achievements as well, but in a stock game they are very expensive compared to other areas). Also racial research modifiers are a factor... I generally play high tech cost games because my empire of choice gets a bonus to research and in the long spanning games I play I hate constantly upgrading because my research output becomes ungodly and even expensive techs research rapidly at normal cost. And there is the overall empire increases in research from new facilities being constructed.

Here's an example, I was pushing to get Space Yard components for ships so I could build a space station at some of my worlds that didn't want to waste facility space with a space yard but needed to serve as relay points for interstellar shuttles (mainly population transfers of races that didn't breathe the atmosphere of the planet, but also planetary cargo defenses as the world served to help churn out platforms and troops for newly created colonies and worlds using their queues to build ships). I had a mere 10% dumped into Space Yards and was playing a game with High research costs... from about level 6 to level 10, I was gaining a level in space yards every 0.5 years. This was pretty much a constant with it actually dropping to 0.4 to complete for 9 and 10 because my empire was constantly expanding and new research worlds were being developed. That was with merely 10% in space yards... the other 90% was distributed among every other available field. Granted, I'd have had the component sooner if I'd dumped more research into it, but then I wouldn't have had all the OTHER advances I'd made in that time... hulls, shields, weapons, galactic bonuses to intelligence, improved research facilities, improved resupply, etc, etc...

Let me put it another way... when do YOU usually bother researching Applied Research? Do you wait until you've gotten at least tech 5 in Light Hull? Maybe a few other areas as well? Applied Research and Applied Intelligence are MY two "most important" techs at the beginning of the game... after I get Applied Intel 1, it drops in importance significantly, but Research maintains a priority status until the cost to develop dynamically exceeds the expected return, by then I've likely increased the number of actual facilities I have spread among the colonies by a factor of 10, so even slowing down it comes along nicely... and with that many facilities, even a 50 point increase per level becomes effectively +1 base facility.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Fri, 2008-07-11 18:10.

Your math-fu is weak, my friend. Think about which turn you want to finish Applied Research. Figure how many turns it will take. Put 0 points into it until T minus X turns. Research only other techs. Once T minus X turns hits, research Applied Research. Bam, you get it finished at the exact same time, without delaying the finishing dates of other techs along the way. Again, there is no possible benefit to splitting up research spending in the way you propose. The only effect is delaying the earlier techs, which is obviously a negative effect.


SpaceEmpires.net | Space Empires Wiki

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BlueTemplar's picture

Re: Research By Percentage SUCKS

Submitted by BlueTemplar on Fri, 2008-07-11 19:58.

Unless you have the random research mod. By the way, where is it? There's nothing here Ed...

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Sat, 2008-07-12 02:12.

Sticking out tongue I use the 1% thing, but only so i remember what i'm planning on researching next.

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Re: Research By Percentage SUCKS

Submitted by Lucifer Domine on Sat, 2008-07-12 12:40.

My "mathfu" is not weak, I view my system as far more than a simple mathematic equation. Boiling it down to pure mathematics, you are correct, I do not contest that. Tech Area costs are a constant, so all other factors being equal your system is superior. If it takes 100% research per tech area, a person who went all out would get one per turn (so in four turns he'd have four) while a person who went 25% in four areas would get four in four turns an NONE earlier than that. Yes, I agree. And assuming priorities remain the same, investing first in Applied Research would raise your model exponentially, so from a mathematic perspective it is the logical choice.

Yet, there are other benefits of my system you are overlooking:

1) You don't have to fiddle with research every turn - A gripe of the OP to which I offered an alternative.

2) You get the feeling your empire is making steady progress in all areas instead of rapid progress in some while none in others - A sense of realism that better suits my playstyle than min/maxing.

3) It assists in helping set research priorities at a glance - Instead of having to add a percent here and there, I can simply look at the list and debate how to alter spending as need arises.

4) Flexibility - If you have a predefined method of research and stick to it completely, your system is superior BUT mine handles change far better... let's say you encounter an enemy minefield and decide you need mines NOW! Under your system, it likely had 0 research points in it. So you have to invest enough to get it now... using my system I likely had 1% working towards it, so depending on how many turns into the game we are, I'd need to dedicate less of my CURRENT research to get it now compared to you. We both get it on the same turn, I get it with less sacrifice to my original plan.

As to delaying earlier techs being an obviously negative effect... following that logic a person could have an aneurism while deciding whether or not to invest in Applied Research (or Mathematics)... the investment improves overall research, but at the expense of costing precious research points that could have been invested in other techs - short term gain vs long term benefits... rather how I see my system.

As another parallel take the high cost area of Ice Planet Colonization (for non-natives)... sure, if you know exactly what turn you want to have it available, you could use your system and ignore it until T minus x turns then go all out... but in a standard SEV game, you aren't going to know WHEN you'll find a prime ice world (or one with ancient ruins) and you can't simply ignore it and pray to get Ship Capture technology before an alien race starts putting self-destruct devices on all their colony ships... or hope to trade for it through an alliance. In instances like these, I feel sacrificing 1-2% from other research is WORTH the small delay in time I get the tech area. And other planet colonization falls under the previous paragraph... it has a huge cost that delays other research, but the end benefit is more worlds you can slap Research Centers on, thus improving overall research.

Mathematically, with a preset plan of research you stick to like it was engraved in stone, I concede you have the better system... but research is so much more than simple mathematics... and few plans survive first contact with the enemy... so in the long run, in the variable SEV universe, I still contend my system is better.

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AgentZero's picture

Re: Research By Percentage SUCKS

Submitted by AgentZero on Sun, 2008-07-13 05:39.

I must agree with Fyron. Your math-fu is indeed weak. Your system is no more, and no less, flexible than what Fyron or others have suggested. Using either your colonization or minefield example, both your system and Fyron's will get you the desired technology in the same amount of time. In that, they are equal. But what you claim to be your system's great strength is actually it's most glaring weakness. You claim that your strategy allows you to research an unexpectedly required technology with less of a detriment to other research. The thing is, under what I shall now dub the Fyronian system, the hit to other research lasts a mere few turns. Under your system, which I shall not dignify with a name Eye-wink the hit to other research lasts the course of the entire game. You are, perhaps, familiar with the concept of "Death by a thousand cuts"? If you looked up that term in a dictionary, you wouldn't see a picture of your strategy, because grown up dictionaries don't have pictures and most don't contain colloquialisms, but if they did, you would.

I have tried both systems, and against any halfways decent opposition, the Fyronian system is vastly superior. And no, stock AI does not count as halfways decent opposition. Claiming a strategy is viable because it works against stock AI is like beating a deaf, mute, quadraplegic to death with a pillow case stuffed with feathers, and then claiming your new combat system is superior to kung-fu.

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Re: Research By Percentage SUCKS

Submitted by Lucifer Domine on Sun, 2008-07-13 11:47.

AgentZero wrote:
You claim that your strategy allows you to research an unexpectedly required technology with less of a detriment to other research.

No, with less of a detriment to my ORIGINAL plan, not other research in general. If the area in question would require the "Fyronian" system about 5 turns to research from 0, depending on how much progress I have slowly made towards in during that time, stopping some tertiary projects that were running at 1% each is merely a slight setback for those projects (and may not require even 5 turns worth of delay), while the Fyronian system has to put all it's projects on hold for 5 turns.

AgentZero wrote:
The thing is, under what I shall now dub the Fyronian system, the hit to other research lasts a mere few turns.

That again goes back to exactly how long it would take to research... some projects will delay more than "a mere few turns"...

AgentZero wrote:
Under your system... the hit to other research lasts the course of the entire game.

You and Fyron both seem to be overestimating the impact of my system... I'm not talking about having no more 10% research in an area... merely making sure all projects have 1%... the impact would be akin to scrapping one research facility at the start of the game. It creates a delay to research at the beginning of the game, but in the long run is a minor impact.

AgentZero wrote:
I have tried both systems, and against any halfways decent opposition, the Fyronian system is vastly superior. And no, stock AI does not count as halfways decent opposition.

Never claimed stock AI, claimed stock game. Big difference. Most computer AI is easily predictable and quite little challenge... (some players are as well). I play my system against any opponent I face (usually just local friends, and they do beat me occasionally, but that's what makes it fun, playing opponents who CANNOT beat me would be about the same as constantly playing stock AI). As for people outside my local friends, unfortunately I've met very few good ones. Most don't like the slow paced games I play and are more set towards RTS mindsets (quick research/buildup and zerg - leaving colonies lightly defended - attempting to brute force opposition early).

AgentZero wrote:
Your math-fu is indeed weak. If you looked up that term in a dictionary, you wouldn't see a picture of your strategy, because grown up dictionaries don't have pictures and most don't contain colloquialisms, but if they did, you would. Claiming a strategy is viable because it works against stock AI is like beating a deaf, mute, quadraplegic to death with a pillow case stuffed with feathers, and then claiming your new combat system is superior to kung-fu.

While it might have been intended for "tongue-in-cheek" value... resorting to being demeaning or insulting doesn't exactly make your position appealing...

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AgentZero's picture

Re: Research By Percentage SUCKS

Submitted by AgentZero on Sun, 2008-07-13 20:05.

Lucifer Domine wrote:
No, with less of a detriment to my ORIGINAL plan, not other research in general...
The same plan which you yourself said doesn't survive first contact? Riiight. Also, you're wrong. All other things being equal, using your system or the Fyronian system, from start to finish, the entire tech tree will take the same number of turns to research fully. In that they are equal. The problem with your system is that you're hobbling yourself by taking points away from tech you know you need now, to research techs you might need later. Considering this could result in the difference between upgrading your fleet to use Phased Shields before your opponent fields PPBs and having your fleet decimated by a squadron of cruisers wielding said PPBs, I'd say that's a pretty catastrophic flaw. (NOTE: The preceding was an example. Any commentary on how you account for said situation will be considered evidence of Missing The Point Entirely™).

Lucifer Domine wrote:
That again goes back to exactly how long it would take to research... some projects will delay more than "a mere few turns"...
Irrelevant. All research will be completed on the same date, regardless of which system is used. The difference is your system takes research away from important technologies if favour of less important ones, and that sort of error in judgment is irrecoverable against competent opponents.

Lucifer Domine wrote:
You and Fyron both seem to be overestimating the impact of my system... I'm not talking about having no more 10% research in an area... merely making sure all projects have 1%...
I wonder if my above disclaimer will have any effect, since you do seem quite adept at missing the point. At the start of a stock game, there are roughly 40 tech areas available to be researched. The start of the game is also a mad scramble for important technologies. What you are advocating means you will only have 60% of your total research to devote to these important technologies, compared to the full 100% under the Fyronian system. This is akin to giving all your opponents a 40% bonus to research at the start of the game, which leaves you in serious danger of a first-round knockout against a competent opponent.

Lucifer Domine wrote:
Never claimed stock AI, claimed stock game.
Quoth the AZ:
Lucifer Domine wrote:
In stock games it's not unusual for me to encounter alien ships with DUCs 2 levels higher than mine and hulls a level higher ... (but) they seldom get to enjoy their fancy cannons and it is unusual for them to have PD developed to a point to counterbalance my (missile) range vs. their close range damage.

(Emphasis mine.)


If that's not a spot-on description of stock AI, I don't know what is. If you're having trouble finding competent competition, might I suggest Play-By-Web (PBW)? I'm sure the folks over there would be more than happy to explain to you the error of your ways, with implements of education that are sadly unavailable to me.

AgentZero wrote:
Your math-fu is indeed weak. If you looked up that term in a dictionary, you wouldn't see a picture of your strategy, because grown up dictionaries don't have pictures and most don't contain colloquialisms, but if they did, you would. Claiming a strategy is viable because it works against stock AI is like beating a deaf, mute, quadraplegic to death with a pillow case stuffed with feathers, and then claiming your new combat system is superior to kung-fu.

Lucifer Domine wrote:
While it might have been intended for "tongue-in-cheek" value... resorting to being demeaning or insulting doesn't exactly make your position appealing...
Working backwards, the AI doesn't have feelings and thus, cannot be insulted. And there is nothing insulting or demeaning about calling a lame duck a lame duck. Except, I admit, to those still operating under the delusion that the duck is not, in fact, lame.

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BlueTemplar's picture

Re: Research By Percentage SUCKS

Submitted by BlueTemplar on Sun, 2008-07-13 20:12.

The problem with allocating 1% research to every field (and I'd like to do it too sometimes), is that in the late game, whith all the resarch fields you have around, you'll be left with only a small portion of your intitial research to boost specific areas.

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Mon, 2008-07-14 02:07.

Yeah, I do it to an extent, but only to mark things I want to research soon.

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Re: Research By Percentage SUCKS

Submitted by Helker on Thu, 2008-07-17 01:03.

This research system is actually one of the features I like the most. I really did not like how SE4 handled research...

I would only change Intelligence and add the possibility to perform several different Intelligence projects against a single empire... (for example: 10% Empire Espionage, 15% Ship sabotage, and so on)

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Re: Research By Percentage SUCKS

Submitted by Ezekel on Thu, 2008-07-17 07:47.

well, personally i think the SEV system is a good one myself

you complain about the time spent to set things up - but remember micromanaging will always take time.

true it's annoying when 1% will give more than you need for 1 lvl of research, but c'est la vie, it's not all that significant. afterall if you are generating more than 10000% research pts than needed for that topic, then, i don't think that the 0.2% left over is gonna make that much of a difference in the larger projects.

what i like best about this system in SEV is the ease with which you can have multiple research topics completing at the same time - making the next ship upgrade be more than just upgrading your armour by 1 lvl or your engines by a lvl.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by SuicideJunkie on Thu, 2008-07-17 19:26.

In order to make the SE5 system WORK, what you need is some type of *benefit* from spreading your research, rather than pumping the techs one after another.

The leaky research system (as available from the Scripting Toolkit) can do that for you...

With appropriate settings for point decay and chance of breakthrough, you can make dividing points return a net benefit in terms of completing the tech tree earlier.
The disadvantage with splitting points is, of course, the fact that you won't get as much of the important techs early on.

Investments and tradeoffs, fun for everybody.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by battlespud on Tue, 2008-07-22 23:57.

SEV system is fine, SJ can make it better. ok im good with that. If you want to use the old system, play the old game. that simple. I was playing SEII the other day. I do love buying those techs and having them shipped to my homeworld. ?Kinda like the constructino method a bbit more too. The AI in that game was awesome. Totally owned. had 40 or 500 ships in one system and knew when todefend. etc etc.

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Wed, 2008-07-23 00:04.

The AI wasn't so good at designing ships in SE2. It also sometimes had issues with trying to build a crapload of ships and shipyards at the same time. That would cause the game to repair the ships first, and leave the shipyards for last...

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by battlespud on Mon, 2008-07-28 00:19.

they were decent at designing. And the games nickname should have been ship spamming empires II. Of course the AI spammed, it was the only way it could survive. But it attacked and defended and used alot of ships, not one at a time colony kamikazes.

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Mon, 2008-07-28 02:54.

Well.... the main bug I noted was a flaw in repair order. The AI would always give armed ships top priority, thus ensuring that their shipyards would never be operational.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by battlespud on Sat, 2008-08-02 20:08.

hmm really? Usually they built the shipyards first so i didnt notice. BTW whatever happened to SEI? lol ive never seen a reference to SEI

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Re: Research By Percentage SUCKS

Submitted by marhawkman on Sat, 2008-08-02 23:30.

Too old, too few people have played it. I've never seen a copy.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Sun, 2008-08-03 00:03.

SE 1 was not a released game; it was just a mock concept done in VB. A copy was included on the SE3 compilation CD, though.


SpaceEmpires.net | Space Empires Wiki

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Re: Research By Percentage SUCKS

Submitted by emjones63 on Mon, 2008-08-04 19:51.

Throw 10-30 cheap, unmanned drones at any sized attacker and it will go down in flames, even a well-defended starbase is not immune to the power of the little overlooked drone.

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Re: Research By Percentage SUCKS

Submitted by MikeTn on Tue, 2008-10-07 11:33.

There are many other extra clicks in the interface that were not there before but that is another subject. Maybe I should look into the mod downloads and see if I can build a new interface.

PLEASE do it!!!! I might not ever use it (depending on how you do it), BUT it will give me an extra option.

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Re: Research By Percentage SUCKS

Submitted by Vince278 on Tue, 2008-10-07 12:33.

Fewer clicks on ANY interface is better. Smiling

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Re: Research By Percentage SUCKS

Submitted by bpleshek on Tue, 2008-11-04 00:33.

I'd be happy if i could just sort by the column headers. Then I could more easily see what is coming up soon or what techs i'm too low of a level in, or whatever. I just think that at a glance using the current filters, i can get better information with a sort feature. OOPS, i forgot to research XXXXX. It's still at level 1.

Brian

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Re: Research By Percentage SUCKS

Submitted by Vince278 on Tue, 2008-11-04 11:56.

Enabling that See Tech Tree option would be nice.

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Re: Research By Percentage SUCKS

Submitted by Arkan543 on Thu, 2008-12-18 15:18.

Brad wrote:
Oh noes! I have to click my mouse button five times! How will I ever recover from the damage that will do to my clicking finger!!!!11!1!1oneone!1

Sheesh.

Hehehe your funny and I agree with you. Five mouse clicks is fine, and now that I know you can shift click for +/- %10 I am sure I can get it lower then 5 clicks. Anyways I think it could use improving but it is so low on the radar (at lest for me) that they could work on something a lot more worth wild.

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Re: Research By Percentage SUCKS

Submitted by Vince278 on Fri, 2008-12-19 21:00.

Less clicks IS better. I had to replace my mouse a few months ago. Laughing out loud

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Re: Research By Percentage SUCKS

Submitted by DaveDaDude on Sun, 2009-01-11 00:30.

I like how the research is done in Space Empires V

Compared to the micromanagement for everything else in this game, dragging your mouse around for a few seconds for the research amount shouldnt be an issue.

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Mod Designer

Re: Research By Percentage SUCKS

Submitted by Fyron on Sun, 2009-01-11 13:05.

You may have set your bar dismally low. Eye-wink


SpaceEmpires.net | Space Empires Wiki

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Re: Research By Percentage SUCKS

Submitted by winddbourne on Tue, 2009-01-13 00:36.

I actually like the system as it is in Space Empires Five because it's more realistic to allocate a percentage of your research to several different feilds than to put down the exact number you need to get tech X. If anything I find that with care we can be a bit too precise.

The only change I might make is to auto allocate your extra research points when a tech line is entirely finished off so that you never actually lose the resources. Your governing an entire race, some techs are going to come faster than others, some are going to sit half researched forever, and if your not an iron fisted ruler perhaps you'll find that you learned something that wasn't exactly planned. That seems about right.

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Re: Research By Percentage SUCKS

Submitted by Lynxe on Sun, 2009-02-08 19:59.

I use the Fyronian system for the beginning of the game, then I switch to the Domineian system (Yes, I think it deserves a name) It works for me, and if you want the research system to change, write a mod about it, but don't complain about a few extra clicks. (I'm looking at you, Mr. I-Write-software-for-a-living, if that's really true, why don't you just write a new version of the tech interface and be done. but NO you have to complain about problems that most people really don't mind. I personally like the new tech system better.)

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Re: Research By Percentage SUCKS

Submitted by BlessedWrath on Mon, 2009-03-30 11:42.

I hated SEIV's research system. The opinion that the ability to research multiple techs simultaneously will mysteriously "delay" the acquisitions of such techs is complete fabrication. This assumes that each tech takes exactly the same amount of points to research, which simply isn't the case at any point in the game. The fact is: If you didn't have multiple projects lined up in SEIV, the overflow WOULD be "wasted". SEV solves that problem, and now there are war drums for it.

I can't say enough for the percentage system. By the time I have to worry about 1% being "too much", I already have 90% of any tech that interests me, so why worry? The idea of specifically penny-pinching every level of research to one-turn acquisition sounds just a bit too much like gaming the system to me.

In my circle, we call this "Loophole Gaming".

The developers have spoken, and given us a powerful new system that can be used to explore every potential of Space Empires. I would change nothing.

"The fastest path to Defiance is the demand for Obedience." ~BlessedWrath

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Re: Research By Percentage SUCKS

Submitted by marc420 on Thu, 2009-06-11 17:19.

The issue isn't whether its done 'by percentage' or not. The problem, like so much else in SE V, is bad user-interface design.

If they'd put an easy button that said 'research to the next level', and left any extra points beyond that free, it would be easy to use.

Of course, the raving fan-boys on any website will find all sorts of stupid arguments about how awful design is really wonderful.

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Re: Research By Percentage SUCKS

Submitted by Hazduhr on Fri, 2009-09-11 20:51.

I have to admit, I don't have a real comparison, since I never heard of "Space Empires" until my brother came up with SE V a few weeks ago and played MoO 1 - 3 up to then. But I like the research system of SE V as it is. (Besides, wasn't there a button to switch to distributing points instead of percentages? I think I saw one; but I'm not sure of that now ...)

It is totally up to you if you want to spread the research to multiple areas (that's the way I know of "Master of Orion II"), or if you want to focus on one or two techs at a time. If you want, you can even do some more maths; in the late game of mine I ended up in calculating the percentages I had to set to finish a tech completely if it was advanced enough (something like Lv. 50 - 90, depending on how much points are needed. I have something like 15 million points to distribute ...)

If you want to find out which system is working better, I'd too suggest you simply go playing against each other. (Maybe you could report the outcome? Does one of the systems actually win quite clearly? I enjoy doing maths, but forecasting the outcome of a game between two or more human players I even don't know is quite clearly beyond me ...*g*) I cannot see any advantage in lengthy out-game discussions. Enjoy!

Remember: It's a game and should just make fun! (It's a pity you can't see how broadly I am grinning now ...)

Greetings from Germany
Hazduhr

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Re: Research By Percentage SUCKS

Submitted by Dusso on Thu, 2009-10-22 15:25.

There are four things about research system I really don't like now:
1. You know the number of research points needed. Geeeeez are you supposed to research something you already know? This is stupid. It would be much better to just have a general information about complexity of an achievment, like: easy/quick to research, moderate, complex, almost immposible; there could also be a cathegory like Unknown, where it would be possible to research things quick or not. This could include some breakthroughs, which could speed up research in some areas.

2. The research tech is always the same, if it could be randomised in some way then it could really improve the gameplay. Maybe not all the techs should be available each time, e.g. like sometimes you would need to research acid weapons instead of proton beams.

3. The research points needed could get randomized a bit in a way to keep the total research points needed, like some techs could get 25% cheaper, others dearer or unchanged. That could further randomise the development part making the game more fun to play.

4. Last but not least, when I see ship components/buildings I haven't researched, I shouldn't be able to recognize them and see their stats, I would prefer to just don't know what's there.

Sorry for my english, any mistakes are unintended.

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Re: Research By Percentage SUCKS

Submitted by Mylon on Sun, 2009-12-20 12:05.

The more I think about it, the more MOO3 had a lot of things right. Diversity can be enforced by diminishing returns. You can have so much funding in one area. Anything beyond that ends being more and more wasteful.

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