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Posts Made By:
Eisenhans
Forum:
Space Empires: IV & V
January 16th, 2001, 10:53 PM
Replies:
5
Ship Design
Views:
1,146
Posted By
Eisenhans
Re: Ship Design
I use to build one minelayercomponent on each of my transports. That way they can lay any amount of mines except for in combat. But who needs mines in combat anyway?
You can load more mines too,...
Forum:
Space Empires: IV & V
January 16th, 2001, 06:54 PM
Replies:
30
Remote minning
Views:
3,651
Posted By
Eisenhans
Re: Remote minning
Sure about the 1% decrease per mining station? I tried the thing out on my brother's computer and he only has the demo (0.99) and mining decreased 1% per miner. To be exact it decreased 7% per turn...
Forum:
Space Empires: IV & V
January 16th, 2001, 02:22 AM
Replies:
23
An analysis of the AI_Anger files in 1.19
Views:
3,925
Posted By
Eisenhans
Re: An analysis of the AI_Anger files in 1.19
Or how about setting natural decrease to 5 or more but the anger amount for everything making them angry incredibly high? That would cause them to be completely choleric. And pretty erratic too. NO...
Forum:
Space Empires: IV & V
January 16th, 2001, 02:15 AM
Replies:
9
Satellites and the Need for Fighters at Games Start
Views:
1,477
Posted By
Eisenhans
Re: Satellites and the Need for Fighters at Games Start
Nice strategy! But why not only PD as a counter measure? Build some PD frigates and bLast the sats. Or a WP on the planet. The fighters won't be much use because they could be countered easily with...
Forum:
Space Empires: IV & V
January 16th, 2001, 02:08 AM
Replies:
19
Small ships and mines
Views:
2,364
Posted By
Eisenhans
Re: Small ships and mines
Small ships should get a bonus flying through a minefield. But there should be another bonus/malus for density of the minefield. Like 1000 mines in one place and you will hit one no matter how small...
Forum:
Space Empires: IV & V
January 16th, 2001, 02:04 AM
Replies:
3
Organic Armor: Is it broken ?
Views:
1,129
Posted By
Eisenhans
Re: Organic Armor: Is it broken ?
I had the same impression. No regeneration at all!
Forum:
Space Empires: IV & V
January 16th, 2001, 01:23 AM
Replies:
30
Remote minning
Views:
3,651
Posted By
Eisenhans
Re: Remote minning
Sadly remote mining decreases the value of the planet/asteroid by 1 percentage point PER robominer. So with fifteen robos on one battlestation it takes only ten turns to suck the world dry.
...
Forum:
Space Empires: IV & V
January 16th, 2001, 01:04 AM
Replies:
34
Non A.I. issues for upcoming patch
Views:
4,439
Posted By
Eisenhans
Re: Non A.I. issues for upcoming patch
Remote Mining Bug:
When mining with a bunch of robominers on one battlestation(it's not really woth it, I know by now) I found the following:
I had 7 mineral miners, 5 organics and 2 radioactives...
Forum:
Space Empires: IV & V
January 14th, 2001, 04:59 AM
Replies:
56
Note from MM - AI MODDERS MUST READ THIS
Views:
5,213
Posted By
Eisenhans
Re: Note from MM - AI MODDERS MUST READ THIS
Hey anyone read Barnacle Bill's remarks? I like all of his ideas! We need that!
Barnacle Bill!
Thanks for your comments in the mines thread too. I'll think about an answer as soon as I find...
Forum:
Space Empires: IV & V
January 14th, 2001, 04:38 AM
Replies:
30
Remote minning
Views:
3,651
Posted By
Eisenhans
Re: Remote minning
http://www.shrapnelgames.com/ubb/images/icons/blush.gif Yeeaah, I figured that out by now. Pretty stupid of me. It says it right in the remote miner's description that you can't mine colonized...
Forum:
Space Empires: IV & V
January 13th, 2001, 10:32 PM
Replies:
56
Note from MM - AI MODDERS MUST READ THIS
Views:
5,213
Posted By
Eisenhans
Re: Note from MM - AI MODDERS MUST READ THIS
The AI doesn't know how to handle "known" minefields. This way it keeps on sending ship after ship crippling itself. It should stack minesweepers as well.
The first time the AI runs into a...
Forum:
Space Empires: IV & V
January 13th, 2001, 05:42 PM
Replies:
30
Remote minning
Views:
3,651
Posted By
Eisenhans
Re: Remote minning
Still this is THE invention to get some value out of those research planets. I usually have quite a few and although I only use low ressource planets for research colonies it's still not necessary to...
Forum:
Space Empires: IV & V
January 13th, 2001, 05:36 PM
Replies:
11
Mines could add a lot of game depth
Views:
2,613
Posted By
Eisenhans
Re: Mines could add a lot of game depth
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Daynarr:
...But, you could design new type of warhead that only destroys engines, weapons or shield generators...
Forum:
Space Empires: IV & V
January 13th, 2001, 05:14 PM
Replies:
11
Mines could add a lot of game depth
Views:
2,613
Posted By
Eisenhans
Re: Mines could add a lot of game depth
Nyx!
I like the idea of incorporating a computer!
It could be a cheap thread of it's own or in Computers.
As for "we already have... why should they lose it": Because it's a game and it would...
Forum:
Space Empires: IV & V
January 12th, 2001, 09:18 PM
Replies:
10
Destroying Enemy Shields
Views:
2,178
Posted By
Eisenhans
Re: Destroying Enemy Shields
Maybe simply get the spaceyard to the ship!
Forum:
Space Empires: IV & V
January 12th, 2001, 09:12 PM
Replies:
10
Mega Evil Empire
Views:
2,254
Posted By
Eisenhans
Re: Mega Evil Empire
1: this has happened to me and I have just killed everyone http://www.shrapnelgames.com/ubb/images/icons/icon7.gif .
2: by changing these settings other empires will consider you to be mega evil...
Forum:
Space Empires: IV & V
January 12th, 2001, 09:03 PM
Replies:
54
AI Modding Consortium - Please read
Views:
5,688
Posted By
Eisenhans
Re: AI Modding Consortium - Please read
It is very good to coordinate all that modding. Since I'm new to modding myself I won't be able to contribute much at the moment, but I am interested to learn from the masters. Would you please not...
Forum:
Space Empires: IV & V
January 12th, 2001, 08:36 PM
Replies:
11
Mines could add a lot of game depth
Views:
2,613
Posted By
Eisenhans
Mines could add a lot of game depth
No strategy game like SE 4 can do or should do without mines. Mines are a cost efficient way of keeping an nme at distance, so it simply is not realistic to do without any.
Space mines as used in SE...
Forum:
Space Empires: IV & V
January 12th, 2001, 05:16 PM
Replies:
9
Tech from planet conquering?
Views:
1,899
Posted By
Eisenhans
Re: Tech from planet conquering?
No you don't. Only boarding ships is of any use. You get techs(one per area in which the nme was more advanced than you) if you can convince the enemy to surrender.
Forum:
Space Empires: IV & V
January 12th, 2001, 05:12 PM
Replies:
30
Remote minning
Views:
3,651
Posted By
Eisenhans
Re: Remote minning
You can remote mine planets? Cool!
Forum:
Space Empires: IV & V
January 12th, 2001, 05:09 PM
Replies:
58
Simple, Reasonable Disengage/Retreat Rule
Views:
4,885
Posted By
Eisenhans
Re: Simple, Reasonable Disengage/Retreat Rule
It's a nice feature to be able to retreat and the supply rule takes care of a lot of arising problems.
Towards the end of the game however, once two sides have both developed quantum reactors, the...
Forum:
Space Empires: IV & V
January 12th, 2001, 12:56 PM
Replies:
21
AI late game Ship Designing problems (turns 100+)
Views:
2,138
Posted By
Eisenhans
Re: AI late game Ship Designing problems (turns 100+)
Oops! I'm dumb. Changing the roman numerical does not change the name of the component or does it? Still it could solve problems.
Forum:
Space Empires: IV & V
January 12th, 2001, 12:52 PM
Replies:
12
AI+Minefield/AI+Black Hole=Disaster (longish)
Views:
2,007
Posted By
Eisenhans
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
Hey UmberGryphon!
Try and modify the planet-type Textfile to get the AI to build more research centers. Maybe start by changing the catchall at the end from mining to research.(There are two...
Forum:
Space Empires: IV & V
January 12th, 2001, 03:11 AM
Replies:
4
Aaron's(MM) take on Mephisto's Mod v1.60
Views:
1,102
Posted By
Eisenhans
Re: Aaron\'s(MM) take on Mephisto\'s Mod v1.60
I agree! Mephisto deserves some credit! At least he should get promoted to Major in this forum right away(hey shrapnel: do it) and be awarded a silver star!
Hey Mephisto: Voll korräkt, Mann!!!!!
Forum:
Space Empires: IV & V
January 12th, 2001, 03:03 AM
Replies:
21
AI late game Ship Designing problems (turns 100+)
Views:
2,138
Posted By
Eisenhans
Re: AI late game Ship Designing problems (turns 100+)
Why not solve the problem with the engines in the colony ships by giving the engines new roman numericals like that: ion engines 1 to 3, contra terrene engines 4 to 6, jacketed photon 7 to 9 and...
Showing results 1 to 25 of 43
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