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Posts Made By:
Trachmyr
Forum:
Space Empires: IV & V
July 17th, 2001, 12:51 AM
Replies:
1
News on the Space Monsters Mod
Views:
1,051
Posted By
Trachmyr
News on the Space Monsters Mod
Well, a serious family emergency has come up... so I haven't been able to finish playtesting the space monsters, nor will I be able to do so until later this week. I'm sorry for the delay but it...
Forum:
Space Empires: IV & V
July 12th, 2001, 12:23 AM
Replies:
3
P&N (& space monster?) PBW game anyone?
Views:
1,131
Posted By
Trachmyr
Re: P&N (& space monster?) PBW game anyone?
As for a time frame, I SHOULD have the Stock se4/tdm v.90 beta mod out this sunday (Still tweaking... the monsters are actually too powerful, tthey been the MEE in 2 out of 3 games I've tested them...
Forum:
Space Empires: IV & V
July 12th, 2001, 12:15 AM
Replies:
9
AI_General problem...
Views:
1,521
Posted By
Trachmyr
Re: AI_General problem...
LCC, I tried what you suggested... I made all the racial trait costs (before specials)add up to 5K instead of the original 4K... still same problem.
As for required/restricted tags... they...
Forum:
Space Empires: IV & V
July 12th, 2001, 12:09 AM
Replies:
11
Something funny with "full tech"
Views:
2,487
Posted By
Trachmyr
Re: Something funny with \"full tech\"
Yes Phoenix, that's exactly what I did... but I was refering to LCC's Idea of putting the monster tech into the EXISTING tech trees to avoid the problem I've been having with one of the new tech...
Forum:
Space Empires: IV & V
July 11th, 2001, 04:57 AM
Replies:
11
Something funny with "full tech"
Views:
2,487
Posted By
Trachmyr
Re: Something funny with \"full tech\"
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
You may well be the very first to try this. Most mods add components to existing tech areas. What I...
Forum:
Space Empires: IV & V
July 11th, 2001, 04:53 AM
Replies:
11
Something funny with "full tech"
Views:
2,487
Posted By
Trachmyr
Re: Something funny with \"full tech\"
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
You may well be the very first to try this. Most mods add components to existing tech areas. What I...
Forum:
Space Empires: IV & V
July 11th, 2001, 04:47 AM
Replies:
9
AI_General problem...
Views:
1,521
Posted By
Trachmyr
Re: AI_General problem...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
Before doing all that, try not spending every single racial point! It may be that it stops adding specials...
Forum:
Space Empires: IV & V
July 11th, 2001, 04:12 AM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
Well the ground combat ability dosen't seem to be working (atleast in the simulator), gonna have to rely on lots of powerful troops.
Forum:
Space Empires: IV & V
July 11th, 2001, 04:09 AM
Replies:
3
cloaking and mines
Views:
1,277
Posted By
Trachmyr
Re: cloaking and mines
All the PD weapons (a static discharger) for monsters have built in minesweeping ability, not too high though. Basically mines will slow them down, not stop them. Actually, from what I've seen...
Forum:
Space Empires: IV & V
July 11th, 2001, 01:44 AM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
I didn't that there was a "change ground defence" ability, but I see it in abilities.txt. That's great, does anyone know if it actually works though? And what the maxinum value it can use.
As a...
Forum:
Space Empires: IV & V
July 11th, 2001, 12:01 AM
Replies:
4
Cloak question to the AI gurus...
Views:
1,297
Posted By
Trachmyr
Re: Cloak question to the AI gurus...
ok... I know what I can't do... but what can't the AI do? I mean, will the AI UNCLOAK to Attack/Colonize/Ship-construction/Open wp's/minesweep if it is controling a ship that can cloak?
Forum:
Space Empires: IV & V
July 10th, 2001, 11:58 PM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
Good idea phoenix, right now one of their facilities uses the "Reduces Bad Intel" at -100%, but I'll but in the CI only intel production as add'l security.
BTW, there is no way for them not to use...
Forum:
Space Empires: IV & V
July 10th, 2001, 11:50 PM
Replies:
11
Something funny with "full tech"
Views:
2,487
Posted By
Trachmyr
Re: Something funny with \"full tech\"
Well, it's connected to componets.txt... not sure how though.
It is a NEW tech area, called "Internal Organ Mutation" and has 12 levels. It will not advance beyond level one in a full tech game,...
Forum:
Space Empires: IV & V
July 10th, 2001, 10:58 PM
Replies:
9
AI_General problem...
Views:
1,521
Posted By
Trachmyr
Re: AI_General problem...
Well it wasn't capitalization...
What it was is a little quirk of AI_General.txt, it select one advanced trait of any point cost OR a combination of traits totaling less than or equal to the...
Forum:
Space Empires: IV & V
July 10th, 2001, 12:22 PM
Replies:
50
game idea: junkyard wars
Views:
6,967
Posted By
Trachmyr
Re: game idea: junkyard wars
Another thought... to slow down the colonization rush, I suggest altering colony modules so they are very expensive AND add the "Modified Maintainence" tag and set it to 300! That means they'll...
Forum:
Space Empires: IV & V
July 10th, 2001, 12:15 PM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
SJ, just wanted to thank you again.... The aipatcher worked great!
As a side note, found a quick (subjectivly) way to make .emp files:
Step one: Make sure all empires have a "quick-start"...
Forum:
Space Empires: IV & V
July 10th, 2001, 11:57 AM
Replies:
9
AI_General problem...
Views:
1,521
Posted By
Trachmyr
AI_General problem...
Ok, my space monsters are suppose to choose "Emotionless" if they are "randomly" generated... but it's not being selected. I double-checked the file to make sure there was no "stupid-mistakes"...
Forum:
Space Empires: IV & V
July 10th, 2001, 11:51 AM
Replies:
11
Something funny with "full tech"
Views:
2,487
Posted By
Trachmyr
Re: Something funny with \"full tech\"
No it's white, and researchable... but it should of been research already. Happens all the time, not a random occurance (to the same tech each time)... note that all the other techs except one are...
Forum:
Space Empires: IV & V
July 10th, 2001, 07:02 AM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
Hey just started using it... it's VERY helpful (Now if you could only get it to generate .emp files http://www.shrapnelgames.com/ubb/images/icons/icon7.gif).
Sorry bout the "dumb" suggestions, I...
Forum:
Space Empires: IV & V
July 10th, 2001, 05:39 AM
Replies:
11
Something funny with "full tech"
Views:
2,487
Posted By
Trachmyr
Something funny with \"full tech\"
Ok, I'm testing my new space monsters, and when I activate full tech, one of their tech-fields isn't researced at all!
Anyone know why this is happening?
Forum:
Space Empires: IV & V
July 10th, 2001, 04:42 AM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
Let's See... How about:
This Mod adds the most dreaded creatures in all known space... the Giant Ether Squids. These foul beast rampage through the galaxy infesting worlds with their larval...
Forum:
Space Empires: IV & V
July 10th, 2001, 04:14 AM
Replies:
4
Cloak question to the AI gurus...
Views:
1,297
Posted By
Trachmyr
Cloak question to the AI gurus...
ok, what can AI cloaked ships do... In other words, will the AI uncloak to accomplish tasks.
In particular:
1) Attack (I know this sounds dumb, but I want to check all my bases)
2) Colonize...
Forum:
Space Empires: IV & V
July 10th, 2001, 04:01 AM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
Well, as a lot of the mod comes from others... I don't want to put my name on it. Let's Call it SPACE-MONSTERS v1.0
Again, thanks a bunch... When I start the P&N Version I'll let you know...
Forum:
Space Empires: IV & V
July 10th, 2001, 02:34 AM
Replies:
145
Space Monsters!!!
Views:
12,896
Posted By
Trachmyr
Re: Space Monsters!!!
Well good news! I got permission to use the shipset (and sound files!), so I'm now in the process of making 3 Versions:
1) Stock SE4
2) TDM
3) P&N
Suicide Junkie... your offer of the AI...
Forum:
Space Empires: IV & V
July 10th, 2001, 02:25 AM
Replies:
3
To Suicide Junkie
Views:
1,323
Posted By
Trachmyr
Re: To Suicide Junkie
Well I am just tweaking the files for use with stock se4... then I got to make a tdm "compatible" mod... then I'll do one for P&N, I'll create a beta and submitt it to you for...
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