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Search: Posts Made By: KnidVermicious
Forum: Space Empires: IV & V December 16th, 2003, 03:22 AM
Replies: 1
Views: 1,009
Posted By KnidVermicious
Good missile/fighter AI?

Are there any AIs that use missiles and fighters as their main weapons?

What would be important factors in an AI that did use them?
Forum: Space Empires: IV & V December 15th, 2003, 03:17 AM
Replies: 12
Views: 1,593
Posted By KnidVermicious
Re: New ancient unique techs

I ran into something bizarre. I had made large weapon platform a unique tech, and included a big nasty cannon. I removed all weapon platforms from regular research,and I set all weapons to not have...
Forum: Space Empires: IV & V December 14th, 2003, 09:44 PM
Replies: 8
Views: 2,039
Posted By KnidVermicious
Re: Fighters and designtype

How do I remake the empire file? Is there some kind of tutorial somewhere?
Forum: Space Empires: IV & V December 14th, 2003, 08:07 PM
Replies: 8
Views: 2,039
Posted By KnidVermicious
Re: Fighters and designtype

Aha! It worked.

However, I did get a error from one of the new strategies I added. How do I correct this?
Forum: Space Empires: IV & V December 14th, 2003, 07:18 PM
Replies: 12
Views: 1,593
Posted By KnidVermicious
Re: New ancient unique techs

Does the AI ever use unique techs? Is that even worth considering when creating new techs?
Forum: Space Empires: IV & V December 13th, 2003, 07:34 PM
Replies: 12
Views: 1,593
Posted By KnidVermicious
Re: New ancient unique techs

I originally started thinking about new uniques because I wanted to add a planetary defense cannon to the Planetary Assault mod.

Currently I'm thinking of adding:

Planetary Defense Cannon...
Forum: Space Empires: IV & V December 13th, 2003, 07:27 PM
Replies: 8
Views: 2,039
Posted By KnidVermicious
Re: Fighters and designtype

The problem I'm seeing is this: The AI construction file calls for a fighter. In the design files you have two fighter designs, one for anti-fighter, one for anti-ship. I don't think having mixed...
Forum: Space Empires: IV & V December 13th, 2003, 06:43 PM
Replies: 8
Views: 2,039
Posted By KnidVermicious
Re: Fighters and designtype

Yeah, but I want more control over the design itself. In the mod, weapons can target ships or target fighters, but not both. I need to control it so the AI will build fighters with only anti-ship and...
Forum: Space Empires: IV & V December 13th, 2003, 06:19 PM
Replies: 8
Views: 2,039
Posted By KnidVermicious
Fighters and designtype

For the Planetary Assault mod it is necessary to create an anti-fighter fighter and an anti-ship fighter. The AI_designcreation and AI_construction files only have a single "fighter" as a design...
Forum: Space Empires: IV & V December 13th, 2003, 02:24 AM
Replies: 12
Views: 1,593
Posted By KnidVermicious
Re: New ancient unique techs

Is there a newer Version of the Eye Candy Mod? The one on my cd doesn't have any component or tech changes, just colonytypes, and name changes.
Forum: Space Empires: IV & V December 13th, 2003, 12:04 AM
Replies: 12
Views: 1,593
Posted By KnidVermicious
New ancient unique techs

I am interested in adjusting the current unique techs and adding some more. I have a few ideas bumping around, but I want to be sure I don't make anything too unbalancing.

I've looked at some of...
Forum: Space Empires: IV & V December 11th, 2003, 04:51 PM
Replies: 16
Views: 1,870
Posted By KnidVermicious
Re: Planetary Assault Mod

I'm running a game with the TDM AI's and the Jraenar are kicking some serious tail. The current build has small troop, small fighter,a nd a basic point-defense cannon for everyone at the start. I...
Forum: Space Empires: IV & V December 10th, 2003, 06:05 AM
Replies: 16
Views: 1,870
Posted By KnidVermicious
Re: Planetary Assault Mod

I removed planetary napalm entirely from the game. I don't want the ships to attack the planet at all. They still do, but can't do any damage. Irritating, but I can't see how to get around it without...
Forum: Space Empires: IV & V December 5th, 2003, 01:22 AM
Replies: 16
Views: 1,870
Posted By KnidVermicious
Re: Planetary Assault Mod

Initial testing shows the AI attacking planets and causing 0% damage. Haven't seen any troop building yet. I'm wondering how to make the AI not attack when it doesn't have the weapons/troops to do...
Forum: Space Empires: IV & V December 1st, 2003, 01:16 AM
Replies: 16
Views: 1,870
Posted By KnidVermicious
Re: Planetary Assault Mod

I like Proportions, too. I think Proportions is a major departure from the original game, and I was trying to stick closer to unmodded (at least for this mod. Rather than making planets more...
Forum: Space Empires: IV & V November 26th, 2003, 09:26 PM
Replies: 16
Views: 1,870
Posted By KnidVermicious
Re: Planetary Assault Mod

I emailed it to you. Thanks Fyron.
Forum: Space Empires: IV & V November 26th, 2003, 09:13 PM
Replies: 16
Views: 1,870
Posted By KnidVermicious
Planetary Assault Mod

I can't seem to attach files in the Downlad forums. What do I need to do? It used to work.

Anyway, here is something I've been working on:

Planetary Assault Mod v0.9 11/25/2003

Purpose of...
Forum: Space Empires: IV & V August 25th, 2003, 03:35 PM
Replies: 40
Views: 4,676
Posted By KnidVermicious
Re: Bio-Psych Mod v1.16

OK, I lied. I forgot I had the modfiles here at work. So here is v1.16 with just minor bugfixes. Thanks, Fyron.

Text1061818343.txt (http://forum.shrapnelgames.com/newuploads/1061818343.txt)
...
Forum: Space Empires: IV & V August 25th, 2003, 03:17 PM
Replies: 40
Views: 4,676
Posted By KnidVermicious
Re: Bio-Psych Mod v1.16

Feel free to use it, Fyron. Thanks for all of your help. Life is getting a little hectic right now, so I won't get around to updating the mod for some time.
Forum: Space Empires: IV & V August 20th, 2003, 05:39 PM
Replies: 40
Views: 4,676
Posted By KnidVermicious
Re: Bio-Psych Mod v1.16

Coming Soon:

Seeker Mod (needs a better name)

*I'll start it a standalone mod, but eventually add all the Bio-Psych stuff. I'll be testing them together soon.

*Purpose is to increase the...
Forum: Space Empires: IV & V August 20th, 2003, 05:23 PM
Replies: 40
Views: 4,676
Posted By KnidVermicious
Re: Bio-Psych Mod v1.16

Bio-Psych Mod v1.15-now using Image Modpack!

Text1061392859.txt (http://forum.shrapnelgames.com/newuploads/1061392859.txt)

Data1061392902.zip...
Forum: Space Empires: IV & V August 18th, 2003, 07:18 PM
Replies: 40
Views: 4,676
Posted By KnidVermicious
Re: Bio-Psych Mod v1.16

So a Secret Police HQ could give + to Intel and minus to Happiness on a planet. Would the penalty to happiness counteract the bonus to Intel?
Forum: Space Empires: IV & V August 18th, 2003, 04:49 PM
Replies: 40
Views: 4,676
Posted By KnidVermicious
Re: Bio-Psych Mod v1.16

Bio-Psych Mod v1.1

Text1061218097.txt (http://forum.shrapnelgames.com/newuploads/1061218097.txt)

Data1061218046.zip (http://forum.shrapnelgames.com/newuploads/1061218046.zip)
Forum: SEIV Scenarios and Mods August 18th, 2003, 04:48 PM
Replies: 401
Views: 80,633
Posted By KnidVermicious
Re: Space Empires IV: Data/Sound/Graphic

Bio-Psych Mod v1.16

Added Death Ray weapons and more Psych facilities.
Updated to use Image Modpack.

My attempt to bring some life to the Biology and Psychology tech areas. Mostly just new...
Forum: Space Empires: IV & V August 18th, 2003, 03:33 PM
Replies: 5
Views: 1,158
Posted By KnidVermicious
Mod permission question

I've started working on my second mod that I would like to share. In it, I use components from several mods. How do I go about getting permission to use those components? How do I give credit?

The...
Showing results 1 to 25 of 96

 
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