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Showing results 1 to 25 of 130
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Posts Made By:
tmcc
Forum:
Space Empires: IV & V
December 7th, 2006, 07:29 PM
Replies:
30
OT: Thinking About Buying An XBox360
Views:
3,232
Posted By
tmcc
Re: OT: Thinking About Buying An XBox360
Atrocities,
Definitely get the Xbox360. My kids have had it since last Christmas and it's great, especially for first person shooters. Make sure you have an HDTV to get the full effect. Also...
Forum:
Space Empires: IV & V
November 20th, 2006, 03:19 PM
Replies:
2
Balance Mod - Flags
Views:
1,237
Posted By
tmcc
Re: Balance Mod - Flags
Thanks.
Forum:
Space Empires: IV & V
November 20th, 2006, 01:49 PM
Replies:
2
Balance Mod - Flags
Views:
1,237
Posted By
tmcc
Balance Mod - Flags
Unlike almost everbody else I like the original size flags in the stock version. How do I go about modding the originals back into the Balance Mod?
Forum:
Space Empires: IV & V
November 1st, 2006, 10:48 AM
Replies:
16
Big Cheese Thread ~~~
Views:
2,311
Posted By
tmcc
Re: Big Cheese Thread ~~~
I think this is exactly as it should be. Maybe the cost of troops vs fighters needs to be adjusted, but airpower should beat a tank any day.
Forum:
Space Empires: IV & V
October 30th, 2006, 06:44 PM
Replies:
30
Understanding the weapons and balance
Views:
3,906
Posted By
tmcc
Re: Understanding the weapons and balance
I have had quite a bit of success with all missiles, however you will still need PDC for missile and fighter defense as well as killing satellites + Small DUCs so that fighters will have a ground...
Forum:
Space Empires: IV & V
October 30th, 2006, 10:58 AM
Replies:
175
1.08 bugs.
Views:
14,090
Posted By
tmcc
Re: 1.08 bugs.
Militia units are definitely present in the battles I've fought.
Forum:
Space Empires: IV & V
October 30th, 2006, 10:50 AM
Replies:
3
Empire-Wide Espionage and Technology...?
Views:
1,483
Posted By
tmcc
Re: Empire-Wide Espionage and Technology...?
That is correct, sabotage - empire wide does steal tachs. Sorta counter intuitive.
Forum:
Space Empires: IV & V
October 30th, 2006, 10:20 AM
Replies:
6
Feature Request: Pickup from enemy planet
Views:
1,589
Posted By
tmcc
Re: Feature Request: Pickup from enemy planet
It sounds like there must be some enemy units you have not killed on the ground. The AI will have a certain number of militia based on population + whatever troops they build + any WPs still...
Forum:
Space Empires: IV & V
October 30th, 2006, 10:12 AM
Replies:
10
Strategies for "clean" planet capture (renamed)
Views:
1,822
Posted By
tmcc
Re: Strategies for \"clean\" planet capture (renamed
This will be a bsic problem for your proposed strategy. Unlike SEIV WPs in SEV are not destroyed first before damage is applied to facilities and population. I have witnessed my ships destroy...
Forum:
SEV Modders Knowledge Base
October 27th, 2006, 04:32 PM
Replies:
5
Which are the corresponding txt/csf files??
Views:
3,507
Posted By
tmcc
Re: Which are the corresponding txt/csf files??
I agree that they are pretty cryptic. I think we need an AI flowchart and then documentation of the implimentation before we can do anything other than trial and error on imroving the AI. An AI...
Forum:
Space Empires: IV & V
October 27th, 2006, 11:06 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
272,529
Posted By
tmcc
Re: Balance Mod Available for SE:V
Brings up another question though, is line of sight functional in ground combat and are facilities capable of being damaged by friendly fire? I assume if you start firing heavy weapons in the city...
Forum:
Space Empires: IV & V
October 27th, 2006, 10:47 AM
Replies:
22
More than just 'weak' AI?
Views:
3,120
Posted By
tmcc
Re: More than just \'weak\' AI?
It would be nice to know how the AI system really works so that we could start making flow charts of what a good AI should do. I looked at the empire data files and ended up just guessing at what...
Forum:
Space Empires: IV & V
October 27th, 2006, 10:39 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
272,529
Posted By
tmcc
Re: Balance Mod Available for SE:V
Another quick and dirty solution is to allow satellites to be active for ground combat and allow mounting ground capable weapons. Just a couple of quick adjusts to the data files.
Forum:
Space Empires: IV & V
October 27th, 2006, 10:31 AM
Replies:
12
Units and Abilities
Views:
2,136
Posted By
tmcc
Re: Units and Abilities
The majority are used in someway on existing unit types. I have not yet tested the ones that aren't so obvious.
Forum:
Space Empires: IV & V
October 27th, 2006, 10:13 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
272,529
Posted By
tmcc
Re: Balance Mod Available for SE:V
Regarding WPs for ground combat, IMHO I think one should be able to build some type of ground based installation to aid the troops in defending the planet. The problem as I see it now is that even a...
Forum:
Space Empires: IV & V
October 26th, 2006, 06:01 PM
Replies:
12
Units and Abilities
Views:
2,136
Posted By
tmcc
Re: Units and Abilities
I think the answer is yes, note the third from the bottom:
Unit Capabilities:
Can Communicate
Can Be Launched Into Space
Can Be Recovered From Space
Has Spaceyard Capability
Can Be...
Forum:
Space Empires: IV & V
October 26th, 2006, 05:53 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
272,529
Posted By
tmcc
Re: Balance Mod Available for SE:V
As I mentioned in a previous post WPs are one of the three units set to be active in ground combat, however none of the ground combat capable weapons can be mounted on WPs using the stock data files....
Forum:
Space Empires: IV & V
October 26th, 2006, 05:43 PM
Replies:
12
Units and Abilities
Views:
2,136
Posted By
tmcc
Re: Units and Abilities
Not sure on that exactly but I did see in the data files that you can specify that a unit in cargo can fire in space combat.
Forum:
Space Empires: IV & V
October 26th, 2006, 10:25 AM
Replies:
85
SE 5 Editor
Views:
6,144
Posted By
tmcc
Re: SE 5 Editor
Devnullicus, this is awesome. Should be a huge help. Any chance to do this for AI scripts? I personally that AI is the most "broken" part of the game and needs a ton of modder help.
Forum:
SEV Modders Knowledge Base
October 26th, 2006, 10:01 AM
Replies:
443
Modding SEV Thread Questions
Views:
86,862
Posted By
tmcc
Re: Modding Process
Haven't tried yet but there are a bunch of debug flags which all default to FALSE in DebugSettings.txt
Forum:
Space Empires: IV & V
October 26th, 2006, 09:57 AM
Replies:
24
Video Interview with Aaron Hall
Views:
4,076
Posted By
tmcc
Re: Video Interview with Aaron Hall
I was frankly much more impressed with Jasmine.
But seriously, I think Aaaron made one telling comment and that was about Modders. He clearly expects that they will provide the meat of the game...
Forum:
Space Empires: IV & V
October 26th, 2006, 09:48 AM
Replies:
22
More than just 'weak' AI?
Views:
3,120
Posted By
tmcc
Re: More than just \'weak\' AI?
If you all recall the stcok AI for SEIV was pathetic when the game first came out. Fortunately the user community has a very active modding group that came up with much better AI's, and I would even...
Forum:
Space Empires: IV & V
October 25th, 2006, 05:40 PM
Replies:
0
Ground Combat
Views:
835
Posted By
tmcc
Ground Combat
I've though it would be nice to be able to build armed "bunkers" to aid in defending a planet, sorta like a ground based weapons platform.
Well, while reviewing the data files, I noticed that WPs...
Forum:
Space Empires: IV & V
October 25th, 2006, 05:24 PM
Replies:
2
A dirty hack to improve the AI's research
Views:
1,051
Posted By
tmcc
Re: A dirty hack to improve the AI\'s research
You can steal tech using "Sabotage - Empire Wide". You still can not try to steal specific techs.
Forum:
Space Empires: IV & V
October 24th, 2006, 05:47 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
272,529
Posted By
tmcc
Re: Balance Mod Available for SE:V
What about Allegiance Subverters?
Showing results 1 to 25 of 130
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