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Posts Made By:
Urendi Maleldil
Forum:
Star Legacy
August 15th, 2011, 09:16 AM
Replies:
10
Status?
Views:
16,850
Posted By
Urendi Maleldil
Re: Status?
We're still working on the game, but we've lost a couple of people, so development is going slower. Right now there's no way we're going to be able to meet the original release date.
Keep those...
Forum:
Star Legacy
June 22nd, 2010, 10:21 PM
Replies:
45
Combat Mechanics
Views:
35,309
Posted By
Urendi Maleldil
Re: Combat Mechanics
Heh, that's actually one of the problems we're trying to overcome.
Turns are set to be processed simultaneously by the game host. When a player takes their turn, they are not actually moving...
Forum:
Star Legacy
June 22nd, 2010, 12:21 AM
Replies:
45
Combat Mechanics
Views:
35,309
Posted By
Urendi Maleldil
Re: Combat Mechanics
Hey Marco, we're still figuring out how the combat system will work, but it will be a 2d environment as opposed to Descent's 3d one. (Descent was a great game, by the way. I remember the original...
Forum:
Star Legacy
March 31st, 2010, 09:59 AM
Replies:
43
Planets and Resources
Views:
34,253
Posted By
Urendi Maleldil
Re: Planets and Resources
We're going to be abstracting a lot of the smaller unimportant objects into zones of space. For example, we won't be modeling every single asteroid in an asteroid field, but there might be an area of...
Forum:
Star Legacy
March 31st, 2010, 09:54 AM
Replies:
50
Ship Talk
Views:
40,011
Posted By
Urendi Maleldil
Re: Ship Talk
We are experimenting with firing arcs, and we have a simple way of implementing them. They will be part of the component modification system, similar to the mounts in SE4 and SE5, or the weapon...
Forum:
Star Legacy
March 30th, 2010, 10:20 AM
Replies:
142
Welcome Star Legacy Development Group!
Views:
71,024
Posted By
Urendi Maleldil
Re: Welcome Star Legacy Development Group!
Hey jars, what were some of the things you really liked about X-Com?
Forum:
SEIV
December 31st, 2009, 06:26 PM
Replies:
9
Stellar manipulation and spatial ruptures?
Views:
13,714
Posted By
Urendi Maleldil
Re: Stellar manipulation and spatial ruptures?
To get rid of the spacial rupture, you might try creating a star in that system and then blowing it up. That might work.
Forum:
Space Empires: IV & V
November 16th, 2009, 05:10 PM
Replies:
4
SE4.5 project
Views:
6,180
Posted By
Urendi Maleldil
Re: SE4.5 project
This is an independent project, and unrelated to anything Shrapnel is doing. Actually, I didn't even know about the Shrapnel project until now.
Forum:
Space Empires: IV & V
November 16th, 2009, 12:50 PM
Replies:
4
SE4.5 project
Views:
6,180
Posted By
Urendi Maleldil
SE4.5 project
Hey folks, the forum for the SE4.5 project, an attempt to make an open-source 4x game in the vein of SE4, is now open to the public.
Please stop by and check out some of the development progress...
Forum:
SEIV
September 16th, 2009, 02:36 PM
Replies:
2
Utility:
Best way to run SEIV on Mac?
Views:
9,754
Posted By
Urendi Maleldil
Re: Best way to run SEIV on Mac?
I use Parallels. Don't know if any free option though.
Forum:
SEIV
August 29th, 2009, 12:07 AM
Replies:
28
SE.net down?
Views:
22,355
Posted By
Urendi Maleldil
Re: SE.net down?
Still down
Forum:
SEIV
July 21st, 2009, 01:09 PM
Replies:
8
Some tips
Views:
10,644
Posted By
Urendi Maleldil
Re: Some tips
If you've researched fighters and you want to attack a lightly defended system, don't waste a whole fleet on it. Send in a couple of carriers and launch fighters in groups of 10 or 20 to take out...
Forum:
SEIV
July 21st, 2009, 01:07 PM
Replies:
8
Some tips
Views:
10,644
Posted By
Urendi Maleldil
Re: Some tips
If you've researched warp point openers, you can open a warp point to an enemy system and bypass their warp point defenses.
Forum:
SEIV
June 16th, 2009, 12:00 AM
Replies:
18
Hex Editor on SE IV?
Views:
23,882
Posted By
Urendi Maleldil
Re: Hex Editor on SE IV?
Yeah, but that involves the SY upgrade trick, which the AI can't do. It also makes it more complicated for players who are unfamiliar with it.
Forum:
SEIV
June 15th, 2009, 03:24 PM
Replies:
18
Hex Editor on SE IV?
Views:
23,882
Posted By
Urendi Maleldil
Re: Hex Editor on SE IV?
I would love to see the restriction of one space yard per planet removed. I'm building a mod right now in which I'd prefer to have a planet's construction rate determined by its level of industrial...
Forum:
SEIV
June 14th, 2009, 02:05 AM
Replies:
18
Hex Editor on SE IV?
Views:
23,882
Posted By
Urendi Maleldil
Re: Hex Editor on SE IV?
I think that might be a rather large undertaking, depending on how exactly Aaron coded the data and the UI...[/QUOTE]
I was part of the SEIV beta, and I remember when Aaron expanded the list to 20...
Forum:
SEIV
June 11th, 2009, 12:25 AM
Replies:
18
Hex Editor on SE IV?
Views:
23,882
Posted By
Urendi Maleldil
Re: Hex Editor on SE IV?
I would love to see someone crack open the SEIV.exe. Maybe we can get an unofficial patch to fix some bugs and add more abilities for modders. Maybe we could have a game with *gasp* more than 20...
Forum:
SEIV
April 30th, 2009, 02:22 AM
Replies:
29
Some new component examples
Views:
27,494
Posted By
Urendi Maleldil
Re: Some new component examples
Sure, what questions do you have?
Forum:
SEIV
April 28th, 2009, 10:41 AM
Replies:
29
Some new component examples
Views:
27,494
Posted By
Urendi Maleldil
Re: Some new component examples
Interesting. Can't wait to see what you guys come up with.
You should be aware that there are a couple of game imbalances with the Masters Mod.
The Assimilation Masters are relatively weak...
Forum:
SEIV
March 25th, 2009, 10:29 AM
Replies:
29
Some new component examples
Views:
27,494
Posted By
Urendi Maleldil
Re: Some new component examples
Sweet, these must be added to the next imagemodpack update.
Forum:
SEIV
February 2nd, 2009, 03:52 PM
Replies:
8
AI and stellar manipulation
Views:
12,410
Posted By
Urendi Maleldil
Re: AI and stellar manipulation
That's interesting, I've never seen them create/destroy storms, nebulae, or stars. Is there anything I can do to encourage them to do these sorts of things?
Forum:
SEIV
January 22nd, 2009, 01:58 AM
Replies:
9
An open development call to the SE4 community
Views:
10,925
Posted By
Urendi Maleldil
An open development call to the SE4 community
I have been playing games in the Space Empires series since Space Empires 2 in the mid-90s, and I have loved every minute of it. But I believe the demise of the fan-made Play-By-Web service for Space...
Forum:
SEIV
January 12th, 2009, 03:25 PM
Replies:
18
A question concerning Tractor, Repulsor, and Wormhole Beams
Views:
9,626
Posted By
Urendi Maleldil
Re: A question concerning Tractor, Repulsor, and Wormhole Beams
What's this? Are we in the middle of an old fashioned SEIII-style flame war?
Watch out man, Fyron is a former League of Empires president.
Forum:
SEIV
October 12th, 2008, 01:29 AM
Replies:
57
The Future of Space Empires IV
Views:
18,768
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
Does anyone else want to see SEIV on the iPhone?
Forum:
SEIV
July 31st, 2008, 11:20 PM
Replies:
5
Issue with planet type and new race
Views:
3,746
Posted By
Urendi Maleldil
Re: Issue with planet type and new race
Hey, I also just realized that this means races with different starting planets can start out with different technologies researched. So a Rock race could automatically have a head start in, say...
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