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Search: Posts Made By: seer
Forum: Space Empires: IV & V February 28th, 2001, 06:17 AM
Replies: 2
Views: 1,088
Posted By seer
Annoying missile dance

Make the missile dance less of a factor. Start the game with point defense (you and the computer).
Change data\TechArea.txt for point defense from the existing lines about 3/4 of the way down to:
...
Forum: Space Empires: IV & V February 25th, 2001, 09:15 AM
Replies: 0
Views: 1,019
Posted By seer
creating mod question

I created some new components and I am having trouble getting the AI to use them in its ship designs. Does anyone know what the "Spaces per One" field is in the Ai\Default_Ai_DesignCreation.txt file...
Forum: Space Empires: IV & V February 24th, 2001, 08:49 PM
Replies: 11
Views: 1,908
Posted By seer
Re: Massive Space Yards

Temporal Space Yards are easier to defend because they are on the planet itself and less subject to missile attack because weapons platforms can return fire. Also because they are on the planet...
Forum: Space Empires: IV & V February 24th, 2001, 08:18 PM
Replies: 11
Views: 1,908
Posted By seer
Re: Massive Space Yards

A very similar discussion and mod:

My First Mod (SpaceYard mod 1.0 by seer)
Discussion on the board here: http://www.shrapnelgames.com/ubb/Forum23/HTML/001590.html

Mod attached.
Forum: Space Empires: IV & V February 24th, 2001, 08:05 AM
Replies: 0
Views: 908
Posted By seer
SpaceYard mod 1.0

My First Mod (SpaceYard mod 1.0 by seer)

Discussion on the board here: http://www.shrapnelgames.com/ubb/Forum23/HTML/001590.html

Mod attached.
Forum: Space Empires: IV & V February 24th, 2001, 08:02 AM
Replies: 17
Views: 1,912
Posted By seer
Re: Shipyard Mod Idea

Space Yard Mod 1.0 by (Last)seer.
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