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Search: Posts Made By: Torkle
Forum: Space Empires: IV & V December 5th, 2003, 08:24 PM
Replies: 48
Views: 4,303
Posted By Torkle
Re: Are you a geek ? (yeah right, like I need to ask)

63.51085% - Extreme Geek

As with others, I included things that I have done at one time or another, as opposed to things I am currently doing. Using this rule of thumb, geekiness can only...
Forum: Space Empires: IV & V October 26th, 2003, 01:35 PM
Replies: 20
Views: 1,802
Posted By Torkle
Re: OT: YAY! I have more Posts than my member number!

I think I'm underposting. Or I've just been lurking for too long. http://forum.shrapnelgames.com/images/icons/icon7.gif
Forum: Space Empires: IV & V June 20th, 2003, 10:25 PM
Replies: 5
Views: 1,520
Posted By Torkle
Re: Hidden Ancient Ruins

Thanks for the info Fyron. I take it that this trick has been tried before. Dang stupid AI. http://forum.shrapnelgames.com/images/icons/icon9.gif
Forum: Space Empires: IV & V June 20th, 2003, 04:38 PM
Replies: 5
Views: 1,520
Posted By Torkle
Hidden Ancient Ruins

Here's my goal: Make all the planets that have Ancient Ruins also have 'Sector - Sight Obscuration' at various levels. Looking at StellarAbilityTypes.txt, it doesn't seem that I can give two...
Forum: Space Empires: IV & V February 25th, 2003, 11:24 PM
Replies: 2
Views: 1,378
Posted By Torkle
Homeworld and DefaultColonyTypes.txt

FYI - The AI does not completely ignore DefaultColonyTypes.txt as I have heard here. If you add Homeworld into this text file, you can then add it to Default_AI_Planet_Types.txt and the AI will use...
Forum: Space Empires: IV & V December 8th, 2001, 09:13 PM
Replies: 809
Views: 62,389
Posted By Torkle
Re: A pirates life for me...

I noticed that the VehicleSize.txt file for P&N 2.4c has 'Requirement Max Engines' set to 99 instead of the old value of 42. Has the 256 movement point limit been removed?

[ 08 December 2001:...
Forum: Space Empires: IV & V December 7th, 2001, 03:30 PM
Replies: 18
Views: 1,853
Posted By Torkle
Re: Opinions Sought and Needed (New Ship Set)

Very nice work! I like all of them except the Last (which looks too much like a sea-going battleship instead of a space vehicle). The 1st, 3rd, and 4th are especially nice and are very distinct in...
Forum: Space Empires: IV & V December 6th, 2001, 09:06 PM
Replies: 4
Views: 1,860
Posted By Torkle
Vacuum Dwellers

I'd like to make a new racial tech named Vacuum Dwellers that would give the race smaller and cheaper life support as well as cheaper and faster atmospheric conVersion facilities.

The trick is, I...
Forum: Space Empires: IV & V December 6th, 2001, 08:13 PM
Replies: 11
Views: 2,142
Posted By Torkle
Re: Race vs. Culture

And why not make Neutral culture the default (and still viable) at zero overall points? http://forum.shrapnelgames.com/images/icons/confused.gif That seems more reasonable to me. Here's my revised...
Forum: Space Empires: IV & V December 5th, 2001, 09:23 PM
Replies: 11
Views: 2,142
Posted By Torkle
Re: Race vs. Culture

Thanks for all the quick answers.

I'm modifying the Cultures.txt file to be balanced with respect to the racial characteristic costs and needed to know how to compare all of them. For instance,...
Forum: Space Empires: IV & V December 5th, 2001, 05:40 PM
Replies: 11
Views: 2,142
Posted By Torkle
Race vs. Culture

How do the racial characteristics for Physical Strength, Aggressiveness, and Defensiveness interact with the culture modifiers for Space Combat and Ground Combat?

In other words, say I've got +10%...
Forum: Space Empires: IV & V October 25th, 2001, 04:12 PM
Replies: 16
Views: 2,365
Posted By Torkle
Re: It\'s here! (The new patch)

So here's what's new text-wise with 1.49:

Abilities.txt
Two new abilities:
Stop Open Warp Point
Stop Close Warp Point

Facility.txt
The System Gravitational Shield Facility uses...
Showing results 1 to 12 of 12

 
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