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Showing results 1 to 25 of 26
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Posts Made By:
VaultDweller
Forum:
Space Empires: IV & V
March 26th, 2005, 05:33 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Sounds good to me.
By the way the cryslonite AI seems to pretty well building facilities, colonizing, and making attack ships. All AI races seem to need a little help with building Carriers...
Forum:
Space Empires: IV & V
March 25th, 2005, 04:01 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Urendi
Is your computer up yet? I'm looking forward to keeping the PBW going. I've also still been testing the newest version of the mod.
VaultDweller
Forum:
Space Empires: IV & V
March 14th, 2005, 03:08 AM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Urendi
How's things going with the system restore?
Also, have you heard anything from Ekolis?
VaultDweller
Forum:
Space Empires: IV & V
March 3rd, 2005, 10:46 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Urendi
I've been checking on the AI periodically to see how it's doing. The Abaddon seem to be making ships well and playing strongly. The Sergetti on the other hand are making ships with...
Forum:
Space Empires: IV & V
March 3rd, 2005, 03:42 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
The description of the the facility states once per turn. I'm just going to run 10 turns by and check the planet values.
EDIT: Ran through the 10 turns after construction and it worked like a...
Forum:
Space Empires: IV & V
March 2nd, 2005, 10:35 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Hmm...That does sound about right, I'll have to double check the description for how often the improvement occurs.
EDIT: Checked the description and it does say per turn, not per year.
Forum:
Space Empires: IV & V
March 2nd, 2005, 10:06 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Urendi
I'm playing/testing the new mod right now and I'm curious about Shipping Office I. As I understand it, it should be improving the value(mineral, organic, radiation) of all my planets in a...
Forum:
Space Empires: IV & V
March 2nd, 2005, 05:40 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
A side thought about technology...
Have you considered having the progression from cities upto orbital towers be upgradible?
It could help AI's who do build urban tech because when you get to...
Forum:
Space Empires: IV & V
March 1st, 2005, 08:35 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Urendi
I do like the technologies you've made and the tech tree itself, hopefully you won't have to make too many changes to it.
Forum:
Space Empires: IV & V
February 17th, 2005, 03:20 PM
Replies:
486
Carrier Battles Mod
Views:
54,577
Posted By
VaultDweller
Re: Carrier Battles Mod
It kind of makes me feel better to know that the AI file is just as daunting to the veterans of this game as it is for me.
Keep the faith though SJ, I'm really looking forward to this one getting...
Forum:
Space Empires: IV & V
February 9th, 2005, 10:28 PM
Replies:
36
Proportions Mod version 3.0.3 posted
Views:
8,390
Posted By
VaultDweller
Re: Proportions Mod version 3.0.3 in the works...
Thanks, just wanted to make sure.
Forum:
Space Empires: IV & V
February 9th, 2005, 08:21 PM
Replies:
36
Proportions Mod version 3.0.3 posted
Views:
8,390
Posted By
VaultDweller
Re: Proportions Mod version 3.0.3 in the works...
PvK
My homeworld has a cultural center that says it provides a spaceport with unlimited supplies. Does that mean that I can get rid of the resupply depot and space port on my home world?
Forum:
Space Empires: IV & V
February 1st, 2005, 07:04 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Urendi
I just wanted to say this a great mod, and it's gotten me motivated to dig through the data files and to learn the nuts and bolts of the different files.
Forum:
Space Empires: IV & V
February 1st, 2005, 12:44 AM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
I found a bug that's a pain. It happens when upgrading facilites.
Specifcally with Commercial Radioactive Storage facilities.
WHile on the main screen click on the wrench to view all build...
Forum:
Space Empires: IV & V
January 30th, 2005, 07:47 PM
Replies:
486
Carrier Battles Mod
Views:
54,577
Posted By
VaultDweller
Re: Carrier Battles Mod
Suicide
Hows the progress going, I'm really interested in this idea and wanted see if the idea is still alive.
VaultDweller
Forum:
Space Empires: IV & V
January 28th, 2005, 10:01 PM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
Thanks for the advice, I'll try that when I get home today.
So far the mod is pretty interesting. It seems to slow down the inital rush for colonization nicely.
Forum:
Space Empires: IV & V
January 28th, 2005, 07:21 AM
Replies:
90
Pointer Mod -- v1.2 Released
Views:
9,349
Posted By
VaultDweller
Re: Pointer Mod
I'm checking the mod out in singleplayer right now. The only bug I've found is this: When in the build queue for a planet I right click on Commercial Mineral Storage I, I receive a stream error and...
Forum:
Space Empires: IV & V
January 27th, 2005, 08:09 PM
Replies:
10
Tech Tree
Views:
2,492
Posted By
VaultDweller
Re: Tech Tree
Ahh it's from the Tech Tree mod thread!
Forum:
Space Empires: IV & V
January 27th, 2005, 04:59 PM
Replies:
10
Tech Tree
Views:
2,492
Posted By
VaultDweller
Re: Tech Tree
I know I'm still getting the hang of the game, but I swear this isn't the stock tech tree. Which mod is it for?
Forum:
Space Empires: IV & V
January 24th, 2005, 04:59 PM
Replies:
486
Carrier Battles Mod
Views:
54,577
Posted By
VaultDweller
Re: Carrier Battles Mod
Suicide:
The more you describe your idea, the better it sounds. Can't wait to check it out.
Forum:
Space Empires: IV & V
January 24th, 2005, 04:58 PM
Replies:
15
Thanks from a new player
Views:
2,408
Posted By
VaultDweller
Re: Thanks from a new player
jfp3:
Thanks for the advice on the component question thread, that was pretty good. After I get my home server clean I'll try that newbie PBW with you so you won't be alone.
It really sucks...
Forum:
Space Empires: IV & V
January 22nd, 2005, 05:37 PM
Replies:
15
Thanks from a new player
Views:
2,408
Posted By
VaultDweller
Re: Thanks from a new player
Thanks everyone!
Wildcard, I've grabbed all the image mod packs, and have put them in. I'm still figuring out which mods actually make use of them.
Forum:
Space Empires: IV & V
January 21st, 2005, 11:15 PM
Replies:
205
New Galactica Series
Views:
15,818
Posted By
VaultDweller
Re: New Galactica Series
EvilGenius:
Do what I do, turn on the VCR, record Galactica AND the rest of the shows. I don't have to work, but going out on Fridays keeps the significant other happy. You know how it works.
Forum:
Space Empires: IV & V
January 21st, 2005, 11:04 PM
Replies:
486
Carrier Battles Mod
Views:
54,577
Posted By
VaultDweller
Re: Carrier Battles Mod
Here's an idea:
Have weapons for fighters divided between ones that can attack seekers/fighers/small stuff and can attack ships or planets. This is working off of using either fighters or bombers,...
Forum:
Space Empires: IV & V
January 20th, 2005, 08:14 PM
Replies:
15
Thanks from a new player
Views:
2,408
Posted By
VaultDweller
Re: Thanks from a new player
Once I get settled with the different mods I look forward to playing against people in PBW.
Showing results 1 to 25 of 26
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