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Showing results 251 to 275 of 500
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Posts Made By:
Raapys
Forum:
Space Empires: IV & V
February 9th, 2007, 10:24 AM
Replies:
8
Weapon Platforms
Views:
1,961
Posted By
Raapys
Re: Weapon Platforms
You could argue that as sensors/targeting is getting better, so are jammers and such things. And we are, after all, trying to hit planetary( small ? ) targets through the entire atmosphere with...
Forum:
Space Empires: IV & V
February 9th, 2007, 08:36 AM
Replies:
16
AI Combat speedup test for the Balance Mod 1.03
Views:
2,652
Posted By
Raapys
AI Combat speedup test for the Balance Mod 1.03
Since it appeared that AI combats were being limited to the same 8x max speed that is offered to the player, I went about seeing if it was possible to do something about it; if it was possible to get...
Forum:
Space Empires: IV & V
February 7th, 2007, 08:57 PM
Replies:
22
Fighter Strategies
Views:
2,134
Posted By
Raapys
Re: Fighter Strategies
Unless he's done some heavy modding, anyway.
Forum:
Space Empires: IV & V
February 7th, 2007, 03:51 PM
Replies:
6
A Problem I Often Encounter When Colonizing
Views:
1,164
Posted By
Raapys
Re: A Problem I Often Encounter When Colonizing
Do you actually load them with population before taking off? O_O
Forum:
Space Empires: IV & V
February 7th, 2007, 10:11 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Update...
That's a bit different, though, since raising their defensive bonus makes them harder to hit for all weapons, not just the larger ones.
Forum:
Space Empires: IV & V
February 6th, 2007, 11:41 PM
Replies:
22
Fighter Strategies
Views:
2,134
Posted By
Raapys
Re: Fighter Strategies
That's true. Still, there's aspects about SE V's combat that has confused many of us again and again, so it doesn't hurt to be on the safe side.
Forum:
Space Empires: IV & V
February 6th, 2007, 11:38 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Update...
That'd be a better idea, but is it actually possible?
Forum:
SEV Scenarios and Mods
February 6th, 2007, 11:34 PM
Replies:
24
Dark UI Mod 1.07
Views:
14,705
Posted By
Raapys
Re: Dark UI Mod
I'm sorry: I only deleted my own post( following yours ) about the update, since it was no longer relevant. I appreciate your thoughts and feedback.
The next update is coming along more slowly, as...
Forum:
Space Empires: IV & V
February 6th, 2007, 11:10 PM
Replies:
22
Fighter Strategies
Views:
2,134
Posted By
Raapys
Re: Fighter Strategies
Well, let's say you only have those interceptors left and you need to take out a stray colony ship, for example. If you've switched all other targets to Do Not Engage then you wont be able to take...
Forum:
Space Empires: IV & V
February 6th, 2007, 09:38 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Update...
How about removing 'Fighter' from 'can target' for the main weapons? As it is they're getting shredded long before they can even reach a frigate+ class ship. Making them targetable by point-defense...
Forum:
Space Empires: IV & V
February 6th, 2007, 09:35 PM
Replies:
49
Any suggestions for speeding up turn processing?
Views:
6,865
Posted By
Raapys
Re: Any suggestions for speeding up turn processin
I did some tests with a stopwatch, and it does indeed look as if AI combats are limited to 8x speed just like the player's combats.
A combat that took 8 seconds for the AI to finish took 9'ish...
Forum:
Space Empires: IV & V
February 6th, 2007, 07:20 PM
Replies:
22
Fighter Strategies
Views:
2,134
Posted By
Raapys
Re: Fighter Strategies
The problem with this is that you might want your fighters to engage those targets if they're the only ones present. If set to Do Not Engange, however, your fighters will just retreat at once if...
Forum:
Space Empires: IV & V
February 6th, 2007, 03:40 PM
Replies:
22
Fighter Strategies
Views:
2,134
Posted By
Raapys
Re: Fighter Strategies
Remember that many factors plays in to create the #1 priority. Try switching all the "Targeting Priority Order" options to "Target Type", not just one of them, and see if that makes a difference.
Forum:
Space Empires: IV & V
February 6th, 2007, 03:35 PM
Replies:
49
Any suggestions for speeding up turn processing?
Views:
6,865
Posted By
Raapys
Re: Any suggestions for speeding up turn processin
It's basically the original Settings.txt file that follows with the Balance Mod.
I've made two changes. I've disabled combat replays, although that particular change hasn't made much of a...
Forum:
Space Empires: IV & V
February 6th, 2007, 02:43 PM
Replies:
49
Any suggestions for speeding up turn processing?
Views:
6,865
Posted By
Raapys
Re: Any suggestions for speeding up turn processin
It's only a 3ghz P4 HT, so not much to brag about.
Perhaps it would be possible to make SE one of the games that could take advantage of dual CPUs, but I guess that's a long shot given we only...
Forum:
Space Empires: IV & V
February 6th, 2007, 01:13 PM
Replies:
49
Any suggestions for speeding up turn processing?
Views:
6,865
Posted By
Raapys
Re: Any suggestions for speeding up turn processin
Seven minutes does sound completely unacceptable. With 5 AI players my turn processing takes about 10 seconds at turn 20 with no combats. I pushed forward a few turns until two of the AIs were...
Forum:
Space Empires: IV & V
February 5th, 2007, 09:46 PM
Replies:
49
Any suggestions for speeding up turn processing?
Views:
6,865
Posted By
Raapys
Re: Any suggestions for speeding up turn processin
Give what Tnargversion2 says a try. Oh, and turning off retreat will actually increase time processing, as it makes retreat-combats run for the maximum allowed time( as opposed to ending when...
Forum:
Space Empires: IV & V
February 1st, 2007, 09:08 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Update...
Time to try another game then, at long last. Thanks Kwok!
Forum:
SEV Scenarios and Mods
January 30th, 2007, 10:01 PM
Replies:
24
Dark UI Mod 1.07
Views:
14,705
Posted By
Raapys
Re: Dark UI Mod
Strange, they should be. You did reinstall the mod after installing the SE 1.25 patch? I'll have a look into it at any rate, as I need to repack the 1.05 version.
Forum:
Space Empires: IV & V
January 29th, 2007, 02:25 PM
Replies:
16
SE:V Patch to v1.25 Available!
Views:
1,851
Posted By
Raapys
Re: SE:V Patch to v1.25 Available!
Thanks Kwok.
Forum:
SEV Scenarios and Mods
January 29th, 2007, 10:22 AM
Replies:
24
Dark UI Mod 1.07
Views:
14,705
Posted By
Raapys
Re: Dark UI Mod
Thanks Fyron, that should save me some extra work. Strange how it only seem to matter with the full-screen UI parts, though.
Forum:
Space Empires: IV & V
January 28th, 2007, 01:10 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod
*shrug*
Hard to say without actually having the code to look at. And I can't really say I know for sure. What I've seen is that the problem does not appear to exist in pure stock. The problem is...
Forum:
Space Empires: IV & V
January 28th, 2007, 11:58 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod
I don't think that's the case, Kwok. I tried taking stock PD firing rates down, but that didn't produce the problem. Just as taking the Balance Mod's PD firing rates up again to 2000 didn't solve the...
Forum:
Space Empires: IV & V
January 28th, 2007, 11:40 AM
Replies:
165
SEV Beta History starting V1.0
Views:
20,946
Posted By
Raapys
Re: SEV Beta History starting V1.0
Nice amount of fixes. Are we getting 1.25, or will he be doing another before releasing?
Forum:
Space Empires: IV & V
January 28th, 2007, 10:57 AM
Replies:
75
SE V Bugs That Are Still Present
Views:
7,569
Posted By
Raapys
Re: SE V Bugs That Are Still Present
Have anyone else a crash when changing viewmode in ground-combat? It's 100% reproduceable for me.
Showing results 251 to 275 of 500
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