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Search: Posts Made By: Trachmyr
Forum: Space Empires: IV & V April 9th, 2001, 12:14 AM
Replies: 91
Views: 11,569
Posted By Trachmyr
Forum: Space Empires: IV & V April 9th, 2001, 12:13 AM
Replies: 83
Views: 13,165
Posted By Trachmyr
Re: Patch wishlist

For the AI to be smarter when building ship componets or facilities that have more than one ability.

For instance, if you tell the AI to build a facility that has the abilities of a PORT and a...
Forum: Space Empires: IV & V April 9th, 2001, 12:01 AM
Replies: 14
Views: 4,048
Posted By Trachmyr
Re: New Names for New races

In the mod I'm currently working on, I have all the original "special tech traits" (Except for religious, and I did/am adding Organic SHIPS and basic componets), in addition I have my own Version of...
Forum: Space Empires: IV & V April 7th, 2001, 07:32 AM
Replies: 4
Views: 1,837
Posted By Trachmyr
Re: Any way to get rid of the \"requires remaining movement\" for stellar manipulation?

It's not hardcoded that bases can't have movement, it's in vechiclesize.txt "Can have engines/Max engines" lines. The thing is, I don't want bases to have movement... but I want them to be able to...
Forum: Space Empires: IV & V April 7th, 2001, 04:42 AM
Replies: 34
Views: 6,971
Posted By Trachmyr
Re: A deep thought regarding life out there

IIRC there is bacteria near thermal vents on the ocean floor that breath sulfur compounds (and the temps several hundered degrees celcius).

Mi-go, I choose the elder race! or perhaps the children...
Forum: Space Empires: IV & V April 7th, 2001, 04:34 AM
Replies: 4
Views: 1,837
Posted By Trachmyr
Any way to get rid of the \"requires remaining movement\" for stellar manipulation?

Just as I said, I hate not being able to put worm-hole componets on starbase so they can operate as a stargate. Any thougts? (other than adding movement to bases)
Forum: Space Empires: IV & V April 7th, 2001, 04:13 AM
Replies: 11
Views: 3,211
Posted By Trachmyr
Re: Annoying feature about the speed values in AI_Design_Creation.txr

I don't think that will be possible Sinapus unless they incorporate the Engines per Move feature themselves... the mod I'm making is not compatiable with any other mod (except perhaps galaxy...
Forum: Space Empires: IV & V April 7th, 2001, 04:09 AM
Replies: 164
Views: 28,785
Posted By Trachmyr
Re: Intergalactic Civil War !!??

As an addendum to my earlier post:

As for ships that join the new empire, only vessels in systems that now have planets of the new empire have a chance to convert. All ships in the same sector as...
Forum: Space Empires: IV & V April 7th, 2001, 12:46 AM
Replies: 11
Views: 3,211
Posted By Trachmyr
Re: Annoying feature about the speed values in AI_Design_Creation.txr

Tampa,
Thanks for the reply... The AI going retrofit crazy was something I had feared. Well, let's hope the patch fixes this. I can do the work to create all the hull sizes, but if it messes up...
Forum: Space Empires: IV & V April 6th, 2001, 09:20 AM
Replies: 164
Views: 28,785
Posted By Trachmyr
Re: Intergalactic Civil War !!??

Please forgive me If I repeat earlier comments, I skimmed over this thread rather quickly.

I do like the idea of a civil war (what's so civil about war anyway?), as for the way it would work... ...
Forum: Space Empires: IV & V April 6th, 2001, 08:50 AM
Replies: 12
Views: 3,097
Posted By Trachmyr
Re: A Poll on \"Supplies, Ammo, Fuel and Energy\"

Okay, I can live with two types of supplies(Supplies/Energy & Ordinance/Matter)... as long as there is a way to generate supplies (without the need of a star). That way we can finally add power...
Forum: Space Empires: IV & V April 6th, 2001, 08:41 AM
Replies: 11
Views: 3,211
Posted By Trachmyr
Re: Annoying feature about the speed values in AI_Design_Creation.txr

Let me clarify what I'm talking about... I know you can change the limit of engines, and engines per move in Vechiclesize.txt; However if the AI_DesignCreation.txt says min speed 4 and desired speed...
Forum: Space Empires: IV & V April 6th, 2001, 12:46 AM
Replies: 12
Views: 3,097
Posted By Trachmyr
A Poll on \"Supplies, Ammo, Fuel and Energy\"

I've been thinking about writing MM and asking if they could split Supplies into 4 seperate catagories:

Supplies: Used by crew, and maybe some special componets; Supplies would get DRAINED at the...
Forum: Space Empires: IV & V April 6th, 2001, 12:27 AM
Replies: 22
Views: 3,933
Posted By Trachmyr
Re: Interesting Items coming out soon...

Kinda OT, but am I right in assuming that their is no diffrence between Psychic Scanner Facilities I, II & III?
Forum: Space Empires: IV & V April 6th, 2001, 12:25 AM
Replies: 11
Views: 3,211
Posted By Trachmyr
Annoying feature about the speed values in AI_Design_Creation.txr

I'm working on a mod that uses the "Engines per Move" field, requiring ships to use the same % of their weight in engines to achieve the same speed. However, the entries for "Desired Speed" and...
Forum: Space Empires: IV & V April 6th, 2001, 12:17 AM
Replies: 16
Views: 3,934
Posted By Trachmyr
Re: Would you change the graphics?

Agreed, Improve the current style of grapics... but no need for advancement.

But deffinately make their be size diffrences, and I would love if the units were programed with variable colors that...
Forum: Space Empires: IV & V April 6th, 2001, 12:02 AM
Replies: 6
Views: 3,305
Posted By Trachmyr
\"Can only inhabit starting planet type/atmosphere\" dissapointments

When I saw the new options I was really happy... I thought it would be really cool to add an additional level of complexity to colonization (god knows it needs it), unfortunaetly I was really...
Forum: Space Empires: IV & V April 5th, 2001, 04:54 AM
Replies: 5
Views: 2,121
Posted By Trachmyr
Re: Has anyone wondered why there are no lasers?

Well, in response to my own thread, I did indeed include lasers/Simple Particle Beams/Electomags in my mods... I made them all starting techs!

I have a choice between...
Forum: Space Empires: IV & V April 4th, 2001, 10:48 AM
Replies: 4
Views: 1,774
Posted By Trachmyr
Re: More levels for cloaking V sensors

Instead of adding more levels, how about adding diffrent types:

Cloak: Protects vs. Active/Passive and somewhat vs. Grav
Chameleon: Protects vs. Passive and partly vs. Active.
Temporal Statis...
Forum: Space Empires: IV & V April 4th, 2001, 10:43 AM
Replies: 16
Views: 3,761
Posted By Trachmyr
Re: Missile mounts!

Reduced chance to hit target?!?
Missiles ALWAYS hit, regardless of the % shown.

Instead reduce speed or range.
Forum: Space Empires: IV & V April 4th, 2001, 10:41 AM
Replies: 5
Views: 2,121
Posted By Trachmyr
Has anyone wondered why there are no lasers?

Well?

I put a whole bunch in a mod I use, but I always thought it strange that this classic Si-Fi weapon was omitted.

Particle Accelerator were left out too!
Not to mention Electromag/Gauss...
Forum: Space Empires: IV & V April 2nd, 2001, 01:12 AM
Replies: 23
Views: 5,110
Posted By Trachmyr
Re: Retreat Option

Actually an idea just occured to me! Why not allow a map with no borders, and simply increase the effectiveness of TRACTOR BEAMS. Also the fleets should deffinately start closer to make...
Forum: Space Empires: IV & V April 1st, 2001, 10:35 PM
Replies: 23
Views: 5,110
Posted By Trachmyr
Re: Retreat Option

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
What you need is to remove the engine limitations, and use "engines per move" instead. That...
Forum: Space Empires: IV & V March 24th, 2001, 08:56 AM
Replies: 30
Views: 4,117
Posted By Trachmyr
Re: New New Newest patch info ;).

The RESTRICTIONS are working! Okay... now how does that line work?!?

Somebody please tell me.
Forum: Space Empires: IV & V January 30th, 2001, 12:26 AM
Replies: 15
Views: 2,785
Posted By Trachmyr
Re: stealth armor not working

You need to "fix" stealth armor to make it work... it must be able to cloak in all areas at level 2, with improved cloaking in Active/Passive EM... otherwise it will not work in it's current form...
Showing results 226 to 250 of 289

 
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