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Saben
Forum:
Space Empires: IV & V
November 9th, 2000, 01:13 AM
Replies:
14
.99 Demo Code = Shipped Code?
Views:
3,038
Posted By
Saben
Re: .99 Demo Code = Shipped Code?
I noticed the problem in every simul moves game I played. I haven't done any by email, but my friend Someone3x7 and I have played a few simul games over the network. I usualy lug my machine to his...
Forum:
Space Empires: IV & V
November 8th, 2000, 06:22 PM
Replies:
14
.99 Demo Code = Shipped Code?
Views:
3,038
Posted By
Saben
Re: .99 Demo Code = Shipped Code?
Actualy, I have yet to actualy get a treaty in effect. When I sign an agrement from the AI, I do get trade with them. However, if I move into a square with them, combat ensues and my ships do _not_...
Forum:
Space Empires: IV & V
November 8th, 2000, 02:03 AM
Replies:
10
Go vote, you slackers
Views:
2,606
Posted By
Saben
Re: Go vote, you slackers
Aye, alot of people died over the Last two hundered and twenty-four years to keep this country free. Its an incredible disrespect to blow off the vote because you think "my vote doesn't matter".
...
Forum:
Space Empires: IV & V
November 2nd, 2000, 10:04 AM
Replies:
7
Repeat Galaxies
Views:
1,777
Posted By
Saben
Re: Repeat Galaxies
A little secret of computer science is that random isn't. The computer is incapable of produceing real random numbers, so instead a value (the seed) is taken from a source which changes alot (ie...
Forum:
Space Empires: IV & V
November 2nd, 2000, 03:57 AM
Replies:
9
Computer abuse
Views:
2,564
Posted By
Saben
Re: Computer abuse
Actualy, all construction rate boosts only apply to space yards. You build a space yard, and it has a built in construction rate of 2000 or 2500. 2000 for a planet with no yard. If you don't build a...
Forum:
Space Empires: IV & V
November 1st, 2000, 10:39 PM
Replies:
9
Computer abuse
Views:
2,564
Posted By
Saben
Re: Computer abuse
Yeah, I know the bonuses have no effect on how many facilities it takes for max impact. I put them into my program so it could spit out the number of points the colony will generate at max...
Forum:
Space Empires: IV & V
November 1st, 2000, 09:53 AM
Replies:
2
Order of Operations
Views:
1,588
Posted By
Saben
Order of Operations
Going to post this on the SE4Center forums as well, appologies in advance to anybody who gets irritated by the dupeing.
The moment you hit end turn, all production is processed. This happens...
Forum:
Space Empires: IV & V
November 1st, 2000, 09:01 AM
Replies:
9
Computer abuse
Views:
2,564
Posted By
Saben
Re: Computer abuse
Thanks Jeb, glad to be posting here. Been lurking for a long time, but a little while back I saw a post I absolutely had to reply to. Wasn't long to get registered.
Regarding the research, I...
Forum:
Space Empires: IV & V
November 1st, 2000, 04:50 AM
Replies:
8
Quadrant Types vs Starting Planet Type
Views:
1,673
Posted By
Saben
Re: Quadrant Types vs Starting Planet Type
The data for each sector type is stored in one of the .txt files in the data directory. You will also find which sector types the various choices for quadrant type lean toward.
You learn...
Forum:
Space Empires: IV & V
November 1st, 2000, 04:40 AM
Replies:
31
Depleted Uranium Cannons to powerful!
Views:
5,059
Posted By
Saben
Re: Depleted Uranium Cannons to powerful!
General Hawkwing,
I have to disagree. Some weapons can be shown to be clearly superior, and nothing will change those numbers. Meson bLasters cost more, even includeing the extra level of physics,...
Forum:
Space Empires: IV & V
October 31st, 2000, 04:54 AM
Replies:
31
Depleted Uranium Cannons to powerful!
Views:
5,059
Posted By
Saben
Re: Depleted Uranium Cannons to powerful!
Going to go down the list here and reply to people.
Seawolf: Research level 2 physics, and then phased weapons will be available to you to research.
Cyrien: I mostly play without special tech,...
Forum:
Space Empires: IV & V
October 31st, 2000, 02:42 AM
Replies:
31
Depleted Uranium Cannons to powerful!
Views:
5,059
Posted By
Saben
Re: Depleted Uranium Cannons to powerful!
I love the numbers on those Polaron beams. As efficent at max range as the Anti-Proton is a point blank, with a close range efficency outpaceing everything else short of the ripper beam. And it...
Forum:
Space Empires: IV & V
October 30th, 2000, 07:18 AM
Replies:
31
Depleted Uranium Cannons to powerful!
Views:
5,059
Posted By
Saben
Re: Depleted Uranium Cannons to powerful!
First off, let me say I found this exercise rewarding. Secondly, I did my best to make the numbers right, and double checked my results in a few random places when I was done. If you find a...
Forum:
Space Empires: IV & V
October 29th, 2000, 08:18 PM
Replies:
31
Depleted Uranium Cannons to powerful!
Views:
5,059
Posted By
Saben
Re: Depleted Uranium Cannons to powerful!
Give me 24 hours to do a comprehensive analysis, and I will reply here with the results, either way. I will look at high energy, meson, anti-proton, and DUC weapons.
Forum:
Space Empires: IV & V
October 29th, 2000, 03:25 AM
Replies:
31
Depleted Uranium Cannons to powerful!
Views:
5,059
Posted By
Saben
Re: Depleted Uranium Cannons to powerful!
DU cannons do 40 damage at the top end, for 30 kt space. That is 1.333 damage per kiloton.
Meson bLasters do 30 damage at the top end, for 20 kt space. That is 1.5 damage per kiloton.
...
Showing results 1 to 15 of 15
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