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Posts Made By:
Kammak
Forum:
SEIV
November 21st, 2007, 09:56 PM
Replies:
4
Old Formation Editor
Views:
3,160
Posted By
Kammak
Re: Old Formation Editor
In the extras folder, but it appears to not work anymore. I get a runtime error when it tries to load the Formations.txt file.
A shame, as it was a handy program.
Kammak
Forum:
SEIV
November 21st, 2007, 03:43 PM
Replies:
4
Old Formation Editor
Views:
3,160
Posted By
Kammak
Re: Old Formation Editor
Oops. Its on the CD. Never mind.
Forum:
SEIV
November 21st, 2007, 03:39 PM
Replies:
4
Old Formation Editor
Views:
3,160
Posted By
Kammak
Old Formation Editor
Does anyone have a copy of the old SEIV formation editor? It was a simple little program that looked like a grid (I think) and was an easy way to make custom formations.
I've googled, searched...
Forum:
SEIV
November 18th, 2007, 02:40 PM
Replies:
9
Custom Weapon Issue
Views:
3,873
Posted By
Kammak
Re: Custom Weapon Issue
Is there a document that I should have read covering issues like this one (unique Weapon Family values)?
I don't mean to be bugging folks with beginner questions - I've read through the Dubious...
Forum:
SEIV
November 18th, 2007, 02:28 PM
Replies:
9
Custom Weapon Issue
Views:
3,873
Posted By
Kammak
Re: Custom Weapon Issue
Fyron -
I think your statement is incorrect in that the AI is definitely ignoring the "Vehicle Type" restriction for these weapons.
These custom weapons *are* using a Weapon Family number that...
Forum:
SEIV
November 17th, 2007, 07:06 PM
Replies:
9
Custom Weapon Issue
Views:
3,873
Posted By
Kammak
Re: Custom Weapon Issue
Does the AI also get to ignore the "Vehicle Size Maximum" constraint for Mounts?
Forum:
SEIV
November 17th, 2007, 04:10 PM
Replies:
9
Custom Weapon Issue
Views:
3,873
Posted By
Kammak
Re: Custom Weapon Issue
Well that's no good.
I take it SE4 is no longer getting updated, correct?
No biggie, but a rather annoying issue.
Thanks,
Kammak
Forum:
SEIV
November 17th, 2007, 04:08 PM
Replies:
3
Negative Damage?
Views:
3,259
Posted By
Kammak
Re: Negative Damage?
Ah, thanks to both of you.
Regards,
Kammak
Forum:
SEIV
November 17th, 2007, 12:35 PM
Replies:
3
Negative Damage?
Views:
3,259
Posted By
Kammak
Negative Damage?
I did a search for "negative damage" and found nothing...I infrequently see Planetary Napalm V, in large mounts, causing negative damage to a planet--which actually restores damage points to it. ...
Forum:
SEIV
November 17th, 2007, 12:16 PM
Replies:
9
Custom Weapon Issue
Views:
3,873
Posted By
Kammak
Re: Custom Weapon Issue
On looking through the Enemy Unit Designs, I find that the AI is using this weapon on both satellites and weapon platforms. Yet even within the game UI, it says "Vehicle Types Fighter".
Was I...
Forum:
SEIV
November 17th, 2007, 12:10 PM
Replies:
9
Custom Weapon Issue
Views:
3,873
Posted By
Kammak
Custom Weapon Issue
I'm in a fresh game with my little custom mod, and have made no changes to the files since starting.
I previously added several weapons to the components.txt file, one set of which seems to be a...
Forum:
SEIV
November 6th, 2007, 06:47 PM
Replies:
5
Issue with planet type and new race
Views:
3,769
Posted By
Kammak
Re: Issue with planet type and new race
"You might also try moving the component entry around in Components.txt to see if that does anything."
This is starting to sound familiar - I moved the universal colony component to the very...
Forum:
SEIV
November 6th, 2007, 06:12 PM
Replies:
5
Issue with planet type and new race
Views:
3,769
Posted By
Kammak
Issue with planet type and new race
This has happened a few times now since I've begun re-playing SEIV....
I'll start a new game and create a new race. I'll pick a ship set from one of the standard races, then I'll pick the...
Forum:
SEIV
November 5th, 2007, 06:20 PM
Replies:
2
What the heck is a Neo ship?
Views:
2,624
Posted By
Kammak
Re: What the heck is a Neo ship?
Thanks Cpt Kwok. That Wiki should help answer several of my other questions too!
Kammak
Forum:
SEIV
November 5th, 2007, 01:29 AM
Replies:
2
What the heck is a Neo ship?
Views:
2,624
Posted By
Kammak
What the heck is a Neo ship?
So I'm checking out the shipsets, and keep seeing stuff about "Neo" ships. What is this? I seem to have completely missed this - is it a mod? I've looked through the mods for anything named Neo...
Forum:
SEIV
November 1st, 2007, 06:53 PM
Replies:
2
Changing Default Colony/Design Type Strings
Views:
1,966
Posted By
Kammak
Re: Changing Default Colony/Design Type Strings
Great! Thanks for the quick reply.
Kammak
Forum:
SEIV
November 1st, 2007, 06:29 PM
Replies:
2
Changing Default Colony/Design Type Strings
Views:
1,966
Posted By
Kammak
Changing Default Colony/Design Type Strings
A quick question - can I safely delete "standard" entries in the DefaultColonyTypes.txt and DefaultDesignTypes.txt without messing up the AI?
I don't want to edit any AI files, just want to always...
Forum:
Space Empires: IV & V
March 4th, 2003, 10:54 PM
Replies:
183
MOO3 finished!
Views:
9,945
Posted By
Kammak
Re: MOO3 finished!
MOO3 made me fire up SEIV (after several months of it laying dormant). I had a bLast, and it made me remember what a GOOD space empire game is supposed to be.
MOO3 is just...odd. I feel like a...
Forum:
Space Empires: IV & V
August 6th, 2002, 01:35 AM
Replies:
6
New component and screwy design
Views:
1,464
Posted By
Kammak
Re: New component and screwy design
Spoke too soon...
I moved the component to the bottom of the components.txt file so as not to screw up any compnent-order issues. No biggie if the AI doesn't use it - its only a memo saver for...
Forum:
Space Empires: IV & V
August 5th, 2002, 07:09 PM
Replies:
6
New component and screwy design
Views:
1,464
Posted By
Kammak
Re: New component and screwy design
Thanks all. That makes sense, also explains why all the AI ships were toasted so easily in that game!
Forum:
Space Empires: IV & V
August 5th, 2002, 07:36 AM
Replies:
6
New component and screwy design
Views:
1,464
Posted By
Kammak
New component and screwy design
Here's what I did: I added a new component called a "universal colony" that lets one colonize any ice, rock, or gas planet. It is only available if you have all three techs, and it doesn't replace...
Forum:
Space Empires: IV & V
July 19th, 2002, 10:38 PM
Replies:
36
Population in SEIV
Views:
3,221
Posted By
Kammak
Re: Population in SEIV
RE: Military utility of big nukes,
As the accuracy of delivery systems increased, the yield of individual warheads was decreased and MIRV'ing came into being. Put a bunch of "smaller" warheads on...
Showing results 1 to 22 of 22
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