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Showing results 1 to 23 of 23
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Posts Made By:
Soulfisher
Forum:
Space Empires: IV & V
July 16th, 2003, 09:32 AM
Replies:
100
A thought on the Talisman / Live on Pay-Per-View: Geo vs. Fyron
Views:
9,775
Posted By
Soulfisher
Re: A thought on the Talisman / Live on Pay-Per-View: Geo vs. Fyron
But diplomacy (for the purpose of creating allies for you, the religious-tech player) will only work if you can find another player who is willing to ally with you -and- win the game with you as...
Forum:
Space Empires: IV & V
July 16th, 2003, 09:12 AM
Replies:
10
What strategies do you guys like?
Views:
2,391
Posted By
Soulfisher
Re: What strategies do you guys like?
I enjoy large quadrants, team battle, with 7 - 9 allies (AI) and 11 - 13 AI opponents. It can get quite interesting with 4 AI empires breathing down your neck! Once (only once) I pit myself against...
Forum:
Space Empires: IV & V
July 9th, 2003, 09:47 AM
Replies:
8
question about trading with the AI
Views:
1,126
Posted By
Soulfisher
Re: question about trading with the AI
I was having the same problem in my simultaneous game under se4 Version 1.78. I patched the game to Version 1.84 and continued playing the saved game. Now the AI (in this case a "human" player set to...
Forum:
Space Empires: IV & V
July 7th, 2003, 08:06 AM
Replies:
36
More expensive Intelligence projects
Views:
2,911
Posted By
Soulfisher
Re: More expensive Intelligence projects
Thanks Q.
Forum:
Space Empires: IV & V
July 7th, 2003, 08:03 AM
Replies:
8
Your Favorite Strategy/Formations
Views:
1,380
Posted By
Soulfisher
Re: Your Favorite Strategy/Formations
I prefer Wall formation (set to break formation) because it keeps your ships "all in front": they all can engage the enemey at the same time. The Dark Wing formation (a formation I've seen in some...
Forum:
Space Empires: IV & V
July 3rd, 2003, 08:26 AM
Replies:
36
More expensive Intelligence projects
Views:
2,911
Posted By
Soulfisher
Re: More expensive Intelligence projects
<font size="2" face="Verdana, Helvetica, sans-serif">What affect do both of these have? If "Intelligence Defense Modifier Percent" := 120 and "Effect Amount" := 2, then does this CI project get 240%...
Forum:
Space Empires: IV & V
June 29th, 2003, 02:00 AM
Replies:
36
More expensive Intelligence projects
Views:
2,911
Posted By
Soulfisher
Re: More expensive Intelligence projects
Is it the "Effect Amount" listed in the IntelProjects.txt file for the CI projects that determines how much of a bonus to defensive points you get?
If so, suppose I gave CI 1 and CI 2 an Effect...
Forum:
Space Empires: IV & V
June 27th, 2003, 08:28 PM
Replies:
36
More expensive Intelligence projects
Views:
2,911
Posted By
Soulfisher
Re: More expensive Intelligence projects
<font size="2" face="Verdana, Helvetica, sans-serif">Would CI IV and up still be impossible to breach if higher-tech offensive attacks and CI depleters were more expensive? Would they be impossible...
Forum:
Space Empires: IV & V
June 26th, 2003, 10:43 PM
Replies:
36
More expensive Intelligence projects
Views:
2,911
Posted By
Soulfisher
Re: More expensive Intelligence projects
<font size="2" face="Verdana, Helvetica, sans-serif">If he mods offensive intel up 4-5 times, then you could only do that against one empire. More than that, and you can't stop it all, even from a...
Forum:
Space Empires: IV & V
June 25th, 2003, 10:34 AM
Replies:
36
More expensive Intelligence projects
Views:
2,911
Posted By
Soulfisher
More expensive Intelligence projects
In huge quadrants, late in the game, a player could feasibly produce so many intelligence points that he could not spend it all amoung his 12 intelligence projects (IP). For this reason, I have...
Forum:
Space Empires: IV & V
June 25th, 2003, 10:11 AM
Replies:
20
Want strategies for seiging a planet
Views:
2,825
Posted By
Soulfisher
Re: Want strategies for seiging a planet
How about some unconventional warfare ....
.... like "Puppet Political Parties"? Sure it's expensive, but, it's just as likely to succeed against a heavily populated planet as it is against a new...
Forum:
Space Empires: IV & V
June 24th, 2003, 12:01 PM
Replies:
15
Tractor Beams: can they pull you in, then slingshot you out the other way?
Views:
2,339
Posted By
Soulfisher
Re: Tractor Beams: can they pull you in, then slingshot you out the other way?
What I meant to say was:
If a Battlecruiser uses a Massive mounted Tractor Beam on a Cruiser who is presently at a range of 3, will the Cruiser move any more than 2 spaces towards the...
Forum:
Space Empires: IV & V
June 24th, 2003, 11:52 AM
Replies:
11
Max values for "Combat To Hit Offense Plus"
Views:
2,720
Posted By
Soulfisher
Re: Max values for "Combat To Hit Offense Plus"
Fyron: that makes me curious about what the Simulator does wrong ...
I'll try a test game then, when I get some time .... good ideas.
Forum:
Space Empires: IV & V
June 24th, 2003, 11:48 AM
Replies:
49
Is "BattleCruiser" a relative size? -- discussion
Views:
4,959
Posted By
Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion
How about fighters equiped with "Target Type: Fighter" PDC's? I've wondered whether that would be effective.
Forum:
Space Empires: IV & V
June 21st, 2003, 12:05 PM
Replies:
11
Max values for "Combat To Hit Offense Plus"
Views:
2,720
Posted By
Soulfisher
Re: Max values for "Combat To Hit Offense Plus"
If this has been asked before, could someone please direct me to the appropriate thread? Thanks. My search for "maximum" didn't find a topic name with any relevance.
Forum:
Space Empires: IV & V
June 21st, 2003, 11:47 AM
Replies:
11
Max values for "Combat To Hit Offense Plus"
Views:
2,720
Posted By
Soulfisher
Max values for "Combat To Hit Offense Plus"
Does anyone know what the maximum values for "Combat To Hit Offense Plus" when used in Hull sizes, ship components, and planetary facilities?
Info on "Combat To Hit Offense Minus" would be helpful...
Forum:
Space Empires: IV & V
June 21st, 2003, 11:42 AM
Replies:
15
Tractor Beams: can they pull you in, then slingshot you out the other way?
Views:
2,339
Posted By
Soulfisher
Tractor Beams: can they pull you in, then slingshot you out the other way?
The subject says it all: can tractor beams pull you in, then throw you out behind the pulling ship (now acting like a repulsor beam)?
Also, If an Escourt tractors a Baseship, will the Escourt be...
Forum:
Space Empires: IV & V
June 21st, 2003, 11:19 AM
Replies:
49
Is "BattleCruiser" a relative size? -- discussion
Views:
4,959
Posted By
Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion
I've have looked at the data files for Proportions mod, but I have never played in it. I'll have to study it's Ship vs. Fighter combat in detail.
Chef Engineer Erax: If PDGs were kept as they are...
Forum:
Space Empires: IV & V
June 20th, 2003, 10:42 AM
Replies:
49
Is "BattleCruiser" a relative size? -- discussion
Views:
4,959
Posted By
Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion
Sorry Chief Erax! My personal feeling is that carriers in original SEIV are good only for transporting fighters into a new system (and still have the ability to launch them). I just read too much...
Forum:
Space Empires: IV & V
June 19th, 2003, 08:00 AM
Replies:
49
Is "BattleCruiser" a relative size? -- discussion
Views:
4,959
Posted By
Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion
Wanderer's description of warships from 1805 to 1942 is exactly what I've been thinking. As technology advances allow larger hulls, the size of a "battlecruiser" will change over time. But Fyron...
Forum:
Space Empires: IV & V
June 18th, 2003, 08:20 AM
Replies:
49
Is "BattleCruiser" a relative size? -- discussion
Views:
4,959
Posted By
Soulfisher
Is "BattleCruiser" a relative size? -- discussion
The default game defines "BattleCruiser" as 600 kt. Suppose that war ships were extended, in a mod, beyond the size of Baseships .... let's say to about 10,000 kt. Should the term "BattleCruiser"...
Forum:
SEIV Scenarios and Mods
May 19th, 2003, 09:39 AM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
80,605
Posted By
Soulfisher
Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
Forum:
Space Empires: IV & V
May 3rd, 2003, 09:24 AM
Replies:
166
Strategy Articles!
Views:
9,666
Posted By
Soulfisher
Re: Strategy Articles!
<font size="2" face="Verdana, Helvetica, sans-serif">I've always found it easier to gain colony tech by trading with an AI opponent. Of the 4 times I've attempted trading my Gas Colony tech for his...
Showing results 1 to 23 of 23
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