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Posts Made By:
RonGianti
Forum:
Space Empires: IV & V
November 6th, 2006, 12:45 PM
Replies:
112
SE5 bad reviews and problems.
Views:
9,435
Posted By
RonGianti
Re: SE5 bad reviews and problems.
My words were a response to Mr. Frightlever calling AT a "Complete dick". Calling AT a "complete dick" is not complaining about the game.
There are some posted complaints about the game. Most...
Forum:
Space Empires: IV & V
November 4th, 2006, 03:34 AM
Replies:
112
SE5 bad reviews and problems.
Views:
9,435
Posted By
RonGianti
Re: SE5 bad reviews and problems.
http://www.penny-arcade.com/comic/2006/10/19
Forum:
Space Empires: IV & V
November 3rd, 2006, 11:49 PM
Replies:
44
Put some reviews on Amazon plz
Views:
5,174
Posted By
RonGianti
Re: Put some reviews on Amazon plz
Frightlever - You are acting like a real piece of trash. What is up with you people? A game with a couple bugs. you and your cronies come and complain. Fine, point taken. Bugs acknowleged. ...
Forum:
Space Empires: IV & V
November 2nd, 2006, 03:27 PM
Replies:
44
Put some reviews on Amazon plz
Views:
5,174
Posted By
RonGianti
Re: Put some reviews on Amazon plz
You accuse others of having an agenda, then you admit to one. You want to punish someone because you're not happy. How is that more noble than someone who wants the game to do well, knowing that...
Forum:
Space Empires: IV & V
November 1st, 2006, 06:53 PM
Replies:
32
Has anything really changed?
Views:
3,692
Posted By
RonGianti
Re: Has anything really changed?
Well, out of 4 modded games I played where I only changed the max systems, 3 of them hung around turn 50 with End of Turn Processing.
The more I think about it though, and this is just a wild...
Forum:
Space Empires: IV & V
November 1st, 2006, 05:58 PM
Replies:
32
Has anything really changed?
Views:
3,692
Posted By
RonGianti
Re: Has anything really changed?
I modded in a game of 250 systems. I had to keep maximizing the system view to see the different systems since everything was so compact the systems kind of squished together.
But with that many...
Forum:
Space Empires: IV & V
November 1st, 2006, 03:22 PM
Replies:
112
SE5 bad reviews and problems.
Views:
9,435
Posted By
RonGianti
Re: SE5 bad reviews and problems.
I've never seen someone told that they should not give their opinion. I have seen people offer:
1. help with customizing the UI
2. Custom MODs available BEFORE the game was even official
3....
Forum:
Space Empires: IV & V
November 1st, 2006, 11:22 AM
Replies:
18
OT: Snowed Under!
Views:
2,420
Posted By
RonGianti
Re: OT: Snowed Under!
Wow, sorry about that.
Just remember not to leave the power generator IN the house where the exhaust fumes can kill you... I'm always surprised how many people die from that each year.
Forum:
Space Empires: IV & V
October 31st, 2006, 06:08 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Flight time and Expected damage per minute
*jaw drop* Seriously? How often does this happen? Is this a bug?
Forum:
Space Empires: IV & V
October 31st, 2006, 05:04 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Flight time and Expected damage per minute
@phoenix - Torps can't turn? So, if they miss the target they don't loop back? Come to think of it, I don't remember a missle "missing" its target either. How does this work out in practice?
...
Forum:
Space Empires: IV & V
October 31st, 2006, 04:22 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Understanding the weapons and balance
Any ideas on what
"Weapon Seeker Turn Rate"
is all about? Most missles have that line, but the torpedos do not.
I also would like to request Mr. Kwoks spreadsheet. Might save me a bit of...
Forum:
Space Empires: IV & V
October 31st, 2006, 12:20 PM
Replies:
165
SEV Beta History starting V1.0
Views:
15,050
Posted By
RonGianti
Re: SEV Beta History starting V1.0
Wow, those 2 seem to clear up just about everyone of the real bugs.
Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?
Forum:
Space Empires: IV & V
October 31st, 2006, 11:10 AM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Understanding the weapons and balance
Good point. On the surface, it may appear that the Capital Ship Missle is the end all and be all of missle weapons. But I noticed there is a torpedo (Quantum, iirc) that does the same damage and...
Forum:
Space Empires: IV & V
October 30th, 2006, 05:36 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Understanding the weapons and balance
Ok, I'm tired of reinventing the wheel http://forum.shrapnelgames.com/images/smilies/happy.gif
I'm attempting to write a script that will
1. Pull out the data from the weapon fields in...
Forum:
Space Empires: IV & V
October 30th, 2006, 03:08 PM
Replies:
12
Can't really play the game w/ fleet bug...
Views:
2,385
Posted By
RonGianti
Re: Can\'t really play the game w/ fleet bug...
you can, as Phoenix said, just move the ships together. Select them all, tell them to move. I've been doing this for weeks.
Or, you could design ships that don't use ordinance. There are many...
Forum:
Space Empires: IV & V
October 30th, 2006, 01:42 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Understanding the weapons and balance
Whoa. So, why use anything but the Meson Blaster?
Even the Wave Motion gun. The WAVE MOTION GUN can't hold a candle to the Meson Blaster!??!
That aint right...
Forum:
Space Empires: IV & V
October 30th, 2006, 12:38 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Re: Understanding the weapons and balance
Weapon Space To Hit Modifier Formula := 0 - [%Range%]
Ahhh. But what does it mean? - %Range% ? So, 10 % per LS?
Forum:
Space Empires: IV & V
October 30th, 2006, 12:03 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
RonGianti
Understanding the weapons and balance
Could someone verify how the code works for weapons?
Meson Blaster:
(15 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)
...
Forum:
Space Empires: IV & V
October 30th, 2006, 10:22 AM
Replies:
7
Any way to tell a major empire from a minor?
Views:
1,999
Posted By
RonGianti
Re: Any way to tell a major empire from a minor?
In your list of known empires in the game, all minor races have the same ship set and are sorted to the bottom of the list of known races.
Forum:
Space Empires: IV & V
October 27th, 2006, 03:32 PM
Replies:
165
SEV Beta History starting V1.0
Views:
15,050
Posted By
RonGianti
Re: SEV Beta History starting V1.0
As usual, Kwok rocks!
Do any of these fix the End Of Turn Processing bug?
I assume we will not be seeing 1.09, it will just be a footnote on the patch we DO get in a couple of weeks?
Forum:
Space Empires: IV & V
October 24th, 2006, 04:53 PM
Replies:
37
The Boarding Party snafu update
Views:
3,788
Posted By
RonGianti
Re: Boarding parties vs Security Teams
Note: the manual states that Master Computers are not a protection against Boarding Parties. This is, apparently, by design.
Forum:
Space Empires: IV & V
October 24th, 2006, 11:38 AM
Replies:
9
Surrender in SEV
Views:
1,739
Posted By
RonGianti
Re: Surrender in SEV
Thats the way SEIV worked too. If they surrender, you get their tech. If you conquer them completely, you get nada.
Forum:
Space Empires: IV & V
October 24th, 2006, 09:26 AM
Replies:
9
Surrender in SEV
Views:
1,739
Posted By
RonGianti
Re: Surrender in SEV
Ground combat can be buggy at times, but it works for me.
Forum:
Space Empires: IV & V
October 24th, 2006, 09:23 AM
Replies:
175
1.08 bugs.
Views:
14,090
Posted By
RonGianti
Re: 1.08 bugs.
There was a bug in 1.00 that would allow you to remove the entire population of a planet. It happened by mistake if you built a colonizer, then told it to colonize a planet, it could take all the...
Forum:
Space Empires: IV & V
October 23rd, 2006, 10:28 AM
Replies:
175
1.08 bugs.
Views:
14,090
Posted By
RonGianti
Re: 1.08 bugs.
Just to clarify, I went back at your suggestion and checked the Max range forumla as well. They both multiply by 0, so this has to be a bug...
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