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Search: Posts Made By: grumbler
Forum: Space Empires: IV & V July 5th, 2003, 05:16 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

I have finished testing my engines mod (less the mega-component idea I am still working on) and the results can be found at 1057417986.zip (http://forum.shrapnelgames.com/newuploads/1057417986.zip)
...
Forum: SEIV Scenarios and Mods July 5th, 2003, 05:14 PM
Replies: 401
Views: 108,497
Posted By grumbler
Re: Space Empires IV: Data/Sound/Graphic

My B5 engines modifications can be found at 1057417986.zip (http://forum.shrapnelgames.com/newuploads/1057417986.zip)
Forum: Space Empires: IV & V June 29th, 2003, 03:31 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

<font size="2" face="Verdana, Helvetica, sans-serif">Well, I guess that is my question: do people want to have all of these "choices"? Personally, I find them far too bewildering for the minimal...
Forum: Space Empires: IV & V June 29th, 2003, 03:20 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

<font size="2" face="Verdana, Helvetica, sans-serif">But if you lower the engines per move of the Planet Killer, how can you justify not lowering it for the rest of the ships? QNP hold that mass is...
Forum: Space Empires: IV & V June 28th, 2003, 05:30 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

And before I get too far into my weapons system analysis, I want to get a feel for how many people really want the EA to be "uniquely interesting" by having so many weapons choices.

Right now, I...
Forum: Space Empires: IV & V June 28th, 2003, 05:20 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

<font size="2" face="Verdana, Helvetica, sans-serif">Hmm Then we get into the whole issue of whether or not we are trying to maintain consistency.

In order for 5000kt ships to move at anything...
Forum: Space Empires: IV & V June 28th, 2003, 03:26 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

I have kinda reached a dead end with the engine mods, barring the possibility that people will accept a single massive (like 2000kt massive! http://forum.shrapnelgames.com/images/icons/shock.gif )...
Forum: Space Empires: IV & V June 26th, 2003, 06:11 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Sorry, Tim I couldn't find the original settings.txt and couldn't remember which changes I made two weeks ago (my notes are around here somewhere) but I should have let you know.

Still working on...
Forum: Space Empires: IV & V June 24th, 2003, 03:13 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Well, I got the Trading Ports built by giving them the "Palace" ability and requiring "Palace" as the first build of the AI's colonies. Since "Palace" is a system ability, the AI builds only one per...
Forum: Space Empires: IV & V June 23rd, 2003, 01:47 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Still having problems getting the AI to build spaceports properly. I thought the "scammer jammer" dodge would work, but since SJ isn't a system-wide phenomena, every planet builds a trading post if...
Forum: Space Empires: IV & V June 22nd, 2003, 09:41 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Another somewhat trivial question: was it deliberate that the scout ship and fast courier do not obey the Newtonian rules (i.e. have one engine per move vice what should be 2 and 3 respectively)? ...
Forum: Space Empires: IV & V June 22nd, 2003, 09:18 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

And I think everybody has realized that the costs for Covert Ops Center and Listening Post sould be reversed? Otherwise, no one should ever build a CoC, as they are twice the cost but not as good.
...
Forum: Space Empires: IV & V June 22nd, 2003, 09:13 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Thanks, Tim,

Another bit of data I grubbed out but never got to post, on Education Centers and Arch Sites:

Comparing the Archaeological Site with the Educational Center we find that we have...
Forum: Space Empires: IV & V June 22nd, 2003, 03:19 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

IF: Good point about the movement. I had forgotten (never actually built any, meself, in all the games that I have played! http://forum.shrapnelgames.com/images/icons/blush.gif )

Timstone: I...
Forum: Space Empires: IV & V June 22nd, 2003, 12:21 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

BTW, I could add my new tech file, but have forgotten how to upload here! http://forum.shrapnelgames.com/images/icons/blush.gif
Forum: Space Empires: IV & V June 22nd, 2003, 12:19 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

I also have had some time to get deeper into my engine analysis. the current engine setup isn't very continuous, because it has big jumps at certain points. It also maxes out speed of the big ships...
Forum: Space Empires: IV & V June 22nd, 2003, 12:11 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

31. Temporal Studies is not used except by Temporal Weapons and both should be removed.

32. Biotech Weapons should have a maximum level of 10, not 12.

33. “Ballistic” is mis-spelled under (the...
Forum: Space Empires: IV & V June 22nd, 2003, 12:10 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

I finally finished going through the tech file to sort out the confusion it was causing me. The conclusions I reached follow. I will split it into three Posts to avoid the "huge page of ink" effect...
Forum: Space Empires: IV & V June 22nd, 2003, 12:10 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

16. The only payoff for Computer tech beyond tech 1 is “Computer combat” which isn’t a tech used in this mod. Recommend delete CC tech area and set max computer tech level to 1.

17. The only...
Forum: Space Empires: IV & V June 16th, 2003, 02:05 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

I think there are some free "zip" programs that are better at "crunching" graphics files than good ol' winzip.

I will have to do some research to confirm this, though. Anyone have the answer off...
Forum: Space Empires: IV & V June 16th, 2003, 12:43 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Timstone: I would like to work with you on this 2.0 mod, if I could. Maybe another forum or even a yahoo egroup would be better than confusing this effort even more, but I like the idea of taking...
Forum: Space Empires: IV & V June 15th, 2003, 05:27 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Sorry, PF, I meant to have the AI built Trading Posts without having to change any AI files.

Turns out the AI will build TP as the second facility when you add "scanner jammer" as an ability to TP...
Forum: Space Empires: IV & V June 15th, 2003, 02:48 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Also, I am curious if anyone else thinks the engine system needs an overhaul?

I have modded engines for my own use, increasing the size of the engines to make the larger ships less impossible to...
Forum: Space Empires: IV & V June 15th, 2003, 02:45 PM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

I have resumed a several-months-old game as the Centauri and have noticed something I didn't see before. It may be a glitch, or it may be that I am just behind on a problem that was already solved....
Forum: Space Empires: IV & V June 15th, 2003, 03:29 AM
Replies: 5,004
Views: 670,059
Posted By grumbler
Re: Babylon 5 Mod

Okay guys, I am back after 3 months without a computer (bad crash, ended up having to replace the whole thing).

I am catching up fast on what has been going on in my absence, and anxious to get...
Showing results 251 to 275 of 318

 
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