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Search: Posts Made By: LT411
Forum: Space Empires: IV & V September 5th, 2001, 02:05 PM
Replies: 11
Views: 2,557
Posted By LT411
Re: Balancing Technologies

suicide_junkie,

Making the cloaking technologies stealable sounds like a good idea to me. I also gave mines, fighters, satellites, and bases each a natural defense against one type racial...
Forum: Space Empires: IV & V September 4th, 2001, 02:23 AM
Replies: 11
Views: 2,557
Posted By LT411
Re: Balancing Technologies

I have expanded the tables in the attached HTML file to show all the facilities, vehicles, and components in the redesign.

I think I can make the AI use fleets of mixed size ships instead of just...
Forum: Space Empires: IV & V September 3rd, 2001, 05:52 PM
Replies: 1
Views: 1,047
Posted By LT411
Does AI build System Wide facilities correctly?

Certain facilities such as the Resource Converter have a system wide affect. Is the AI smart enough to only build one of these per system?

If you have noticed this in your games, please let me...
Forum: Space Empires: IV & V September 2nd, 2001, 10:29 PM
Replies: 11
Views: 2,557
Posted By LT411
Re: Balancing Technologies

I like the master computer / psychic cloak since the player will want to send computer controlled ships against psychic enemies anyway.

All races have access to Tachyon Sensors and Cloaking for...
Forum: Space Empires: IV & V September 2nd, 2001, 06:40 PM
Replies: 11
Views: 2,557
Posted By LT411
Re: Balancing Technologies

You raise some good points. I've cleaned up the tables and attached them to this message.

The nature shrine bug is just something Users will need to be aware of. I'll leave the cube in for now. ...
Forum: Space Empires: IV & V September 2nd, 2001, 04:06 PM
Replies: 11
Views: 2,557
Posted By LT411
Re: Balancing Technologies

Good point. I usually play the game with the 'only colonize breathable' setting so it didn't seem that important to me; but your right. I'll have to make that generally available and give the...
Forum: Space Empires: IV & V September 2nd, 2001, 03:50 PM
Replies: 11
Views: 2,557
Posted By LT411
Balancing Technologies

See the attached HTML file for tables that contain the Balanced Design for SE4 Technologies, Facilities, and Components.

I finally have time to take on the massive task of re-designing SE4. The...
Forum: Space Empires: IV & V September 2nd, 2001, 03:34 PM
Replies: 10
Views: 2,427
Posted By LT411
Re: New resource facility idea.

I don't like monoliths. The three differnet resource types are a basic part of the game. The three colony types, mining, farming, and refining, add variety, flavor, and interest. Finally,...
Forum: Space Empires: IV & V August 26th, 2001, 04:14 AM
Replies: 28
Views: 3,093
Posted By LT411
Re: Tech Council

I'd like to be part of this. It's just too much work for one person to re-implement everything.

Perhaps the council could divide up the mod files. The owner of a file could have final say in...
Forum: Space Empires: IV & V August 21st, 2001, 02:19 PM
Replies: 5
Views: 1,169
Posted By LT411
Re: Balancing Weapons

LOL! What are you going to do with those old hulls, scrap them for 30% of their worth? Field Marshall Kay Boom has a better use for them.

I've refined the weapon type / damage type table and...
Forum: Space Empires: IV & V August 20th, 2001, 02:23 AM
Replies: 5
Views: 1,169
Posted By LT411
Re: Balancing Weapons

I was planning on having three levels for each weapon type. Ten are possible, but 24 weapon types times 10 levels = too many weapons for me to type in. Of course, there is no reason every weapon...
Forum: Space Empires: IV & V August 20th, 2001, 02:08 AM
Replies: 32
Views: 3,707
Posted By LT411
Re: New tech mod plan

There are a lot of good ideas in there. The amount of work it will take to propogate a redesign like that through all the mod files is daunting.

Good Luck,
LT
Forum: Space Empires: IV & V August 18th, 2001, 07:03 PM
Replies: 5
Views: 1,169
Posted By LT411
Re: Balancing Weapons

Distributing the different damage types across the weapon / target types produces the attached table. (Some damage types are also reserved for Organic, Crystal, Temporal, and Psychic.)
Forum: Space Empires: IV & V August 18th, 2001, 05:29 PM
Replies: 5
Views: 1,169
Posted By LT411
Balancing Weapons

There is no need for Capital Ship Missile 1 - 10 or anti-proton beam 1 - 20. By cross referencing the four available weapon types with the six available target types, 24 unique weapon combinations...
Forum: Space Empires: IV & V August 13th, 2001, 12:23 AM
Replies: 6
Views: 1,679
Posted By LT411
Top Ten Reasons for Balancing ModPack

1. Ships can move into range of stationary units, fire their weapons, and retreat without the defender ever getting a chance to fire back. To balance this, stationary units have mounts which extend...
Forum: Space Empires: IV & V August 11th, 2001, 06:06 PM
Replies: 0
Views: 1,388
Posted By LT411
Balancing ModPack Feedback

I've been working hard on a ModPack for Space Empires IV that attempts to improve the game through carefull balancing of game elements.

The attached HTML document contains tables that specify...
Forum: Space Empires: IV & V August 8th, 2001, 12:14 AM
Replies: 4
Views: 875
Posted By LT411
Re: Mods that improve gameplay?

Thanks, that's exactly the type of balancing I'm talking about. I'm downloading the TDM ModPack now.

I think I'm still going to create my own modpack. I've always wanted to design a space...
Forum: Space Empires: IV & V August 7th, 2001, 01:35 AM
Replies: 4
Views: 875
Posted By LT411
Mods that improve gameplay?

Has anyone created mods for the game that improve the gameplay? I don't mean adding new races, ships, and technologies; but rather fixing and balancing the existing game elements?

I'm in the...
Showing results 1 to 18 of 18

 
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