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Search: Posts Made By: neofit
Forum: Space Empires: IV & V December 31st, 2006, 11:48 AM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Available for SE:V

I have found a Massive Shield Depleter in some ruins. According to the description, it's a "Massive gamma radiation beam that saps all of a target's shields but does no other damage".

As I...
Forum: Space Empires: IV & V December 29th, 2006, 04:41 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Available for SE:V

Can you please add a new colony type to ColonyTypes.txt? I use small low value planets for storage, and would like to name them "Storage Compound" or something like that. "Resource Colony" doesn't...
Forum: Space Empires: IV & V December 28th, 2006, 04:03 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Improvements

You mean it doesn't cheat even a little by lifting the fog of war even on the hardest setting? And then it cannot make plans that span more than one turn? I've always thought it did and was expecting...
Forum: Space Empires: IV & V December 28th, 2006, 03:15 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Available for SE:V

Of course it can. It DOES know where you are whether you want it or not, it has the whole game engine and planets database to find you. The same code that allows you to filter planets in the Alt-P...
Forum: Space Empires: IV & V December 28th, 2006, 08:39 AM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Available for SE:V

Though question since I don't exactly know what is feasible and what's not.

I'm in my 2nd game with 1.20 + BM 1.01. The first one, on normal difficulty settings was canceled at around turn 70,...
Forum: Space Empires: IV & V December 26th, 2006, 01:52 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Available for SE:V

v1.20, BM 1.01, 2nd new game. Discovered 10 AIs in the first game, but gave up when I got 10x the research of the next best race around turn 70. Started the 2ng game on Hard and Max bonuses,...
Forum: Space Empires: IV & V December 20th, 2006, 07:48 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Balance Mod Available for SE:V

Thanks for your hard work Kwok.

An amusing thing happened with the AI. I haven't played since 1.13, uninstalled the game, installed it anew, patched to 1.20 , installed the Balance Mod v1.01 and...
Forum: Dominions 3: The Awakening November 28th, 2006, 08:28 AM
Replies: 95
Views: 8,302
Posted By neofit
Re: Problem Saving Games

What I am referring to is page 10 of the manual:

Why do I have to quit the game then launch a .bat file in order to make a proper save? Reading this thread, customers are apparently not even sure...
Forum: Dominions 3: The Awakening November 26th, 2006, 03:14 PM
Replies: 95
Views: 8,302
Posted By neofit
Re: Problem Saving Games

Slight increase... I'm not sure it hurt sales that much, since people don't expect a game of this kind not to support the generally available save features. When doing my research about a potential...
Forum: Dominions 3: The Awakening November 26th, 2006, 05:27 AM
Replies: 95
Views: 8,302
Posted By neofit
Re: Problem Saving Games

So where are we on this front? Has a proper save/load feature been implemented? I received the game last week, started reading the manual, and then this. I don't even feel like installing the game...
Forum: Space Empires: IV & V November 15th, 2006, 05:24 PM
Replies: 15
Views: 1,932
Posted By neofit
Re: v1.13 bugs

If you have a "No planetary bombardment" clause in a treaty, and your fleet attacks a sector with an enemy planet, none of your ships will engage any of the enemy space objects like ships,...
Forum: Space Empires: IV & V November 13th, 2006, 02:00 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Colony Types

Thanks for the info on migration Raapys. But am I the only one to be suprised that all of a sudden all of 181M immigrants can come onto my planet? It would be OK if for instance 5% can arrive and/or...
Forum: Space Empires: IV & V November 13th, 2006, 07:49 AM
Replies: 43
Views: 5,175
Posted By neofit
Re: Balance Mod to become Stock SEV Petition

Yes I have read that the Balance Mod was supposed to be included in stock. It's just that I feel a bit awkward petitioning for person_1's work to become part of person_2's, without knowing without a...
Forum: Space Empires: IV & V November 13th, 2006, 06:14 AM
Replies: 43
Views: 5,175
Posted By neofit
Re: Balance Mod to become Stock SEV Petition

But does Captain Kwok want to? http://forum.shrapnelgames.com/images/smilies/happy.gif

I figure this would mean that Aaron will have to both keep unbugging his game AND updating the "stock...
Forum: Space Empires: IV & V November 13th, 2006, 06:03 AM
Replies: 68
Views: 6,173
Posted By neofit
Re: SE5 gets some... \"recognition\"

Aren't all games released early for one simple reason: money? No more money to fund development, need a cash infusion asap for whatever reason. The usual "budget, quality, time - choose two"...
Forum: Space Empires: IV & V November 13th, 2006, 05:20 AM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Colony Types

I understand that the actual immigration process is abstracted by using an Immigration Rate percentage value. But how come I have 181M immigrants on the first turn after colonization, in 0.1 of a...
Forum: Space Empires: IV & V November 12th, 2006, 07:27 PM
Replies: 60
Views: 5,763
Posted By neofit
Re: SE5 Patch 1.13 Out

Hmmm, I've launched a full complement of 50 without a problem. Im pretty sure they all went out because I was left with 3 damaged ones in the cargo hold after the battle. Maybe a RAM problem? I have...
Forum: Space Empires: IV & V November 12th, 2006, 07:19 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Colony Types

Don't know if it's a SEV, a 1.13 or a Balance Mod 0.96 bug, but the migration figures seem a bit odd.

I play the humans, rock/oxygen, and have a migration clause with the methane-breating...
Forum: Space Empires: IV & V November 12th, 2006, 07:01 PM
Replies: 10
Views: 2,390
Posted By neofit
Re: Help -- How to Conduct Planetary Invasion?

BTW, this "No planetary bombardment" clause is also breaking combat.

I figured out why my missile and gun ships were fleeing. At first I thought it was because they had no targets against a poorly...
Forum: Space Empires: IV & V November 12th, 2006, 06:08 PM
Replies: 10
Views: 2,390
Posted By neofit
Re: Help -- How to Conduct Planetary Invasion?

It is not said anywhere that this clause does not apply to this very empire only but is galaxy-wide instead. It has to be detailed in the treaty clauses window. Same applies to plague bombs.

As...
Forum: Space Empires: IV & V November 12th, 2006, 11:11 AM
Replies: 10
Views: 2,390
Posted By neofit
Re: Help -- How to Conduct Planetary Invasion?

Coincidentally I was about to start a thread on this very issue. I am having trouble properly coordinating an attack on a planet (v1.13, Banace Mod 0.96). The dropship does make a beeline towards the...
Forum: Space Empires: IV & V November 11th, 2006, 10:42 AM
Replies: 9
Views: 2,205
Posted By neofit
Re: Question about reproduction in SEV

Mea culpa, figured this one out. Somehow the Xi'Chung migrated onto this planet, I have a treaty allowing this with them and must have missed how they transferred 100M+ people onto my world in one...
Forum: Space Empires: IV & V November 11th, 2006, 06:35 AM
Replies: 9
Views: 2,205
Posted By neofit
Re: Question about reproduction in SEV

Speaking of outrageous reproduction rates... I'm playing v1.13 with the Balance Mod v0.96, as Humanoids, rock/oxygen. A few turns ago I colonized a Small Rock/Methane planet (domed colony),...
Forum: Space Empires: IV & V November 11th, 2006, 03:37 AM
Replies: 9
Views: 1,408
Posted By neofit
Re: Crashes after combat, any eta on a fix?

Yep, this one. Just tried it one more time at x8. The combat ends, the 'Close' button on the Strategic Combat windows becomes active, I click on it and the game crashes with an "Access violation at...
Forum: Space Empires: IV & V November 10th, 2006, 04:37 PM
Replies: 1,561
Views: 272,529
Posted By neofit
Re: Colony Types

... plus a Solar Sail for a small satellite using the "Satellite" design type http://forum.shrapnelgames.com/images/smilies/wink.gif. Same for a Defense Base. I can't add it manually though, it's not...
Showing results 1 to 25 of 64

 
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