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Search: Posts Made By: Q
Forum: Space Empires: IV & V November 6th, 2006, 03:44 AM
Replies: 4
Views: 1,603
Posted By Q
Re: Question about capture planet strategy

As nobody seemed to know an answer, I did some testing:
Damage to planets is randomly distributed between all types of cargo, facilities and population. Therefore there is no strategy possible that...
Forum: Space Empires: IV & V November 5th, 2006, 01:53 PM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Update

Lack of supplies?
Lack of ordnance?
Forum: Space Empires: IV & V November 5th, 2006, 03:17 AM
Replies: 26
Views: 5,505
Posted By Q
Re: Infinite combat map

Good news but only if the retreat is compulsory.
If the ship to retreat has no strategic movement points left you might allow the retreat anyway but give it some form of punishment like the...
Forum: Space Empires: IV & V November 5th, 2006, 03:11 AM
Replies: 4
Views: 1,603
Posted By Q
Re: Question about capture planet strategy

No ideas??
And of course this is without the treaty restriction "no planet bombardment allowed".
Forum: Space Empires: IV & V November 5th, 2006, 02:58 AM
Replies: 27
Views: 5,281
Posted By Q
Re: Any way to have a ship cycle its weapons/targe

One way to make bigger ships more interesting at the moment might be that their mounts decrease the weapon reload time instead of increasing the damage amount.
But of course the damage prediction...
Forum: Space Empires: IV & V November 4th, 2006, 12:45 PM
Replies: 26
Views: 5,505
Posted By Q
Infinite combat map

The longer I play SE V the more I get annoyed by the infinite combat map. The map can get so big you even don't find your ships in the sector view because the visible sector is so tiny compared to...
Forum: Space Empires: IV & V November 4th, 2006, 08:41 AM
Replies: 4
Views: 1,603
Posted By Q
Question about capture planet strategy

How do I get my ships to destroy weapon platforms and sats first before my troop transport moves in and drops the troops on an enemy colony???
In SE IV this worked perfectely.
In SE V my ships seem...
Forum: Space Empires: IV & V November 4th, 2006, 05:08 AM
Replies: 3
Views: 1,656
Posted By Q
No planet bombardment treaty

I found it out the hard way:
If you ever agree to a treaty with "no planet bombardment" allowed for your empire, don't attack enemy colonies!
My ship moved toward the colony but refused to fire and...
Forum: Space Empires: IV & V November 4th, 2006, 04:28 AM
Replies: 3
Views: 1,656
Posted By Q
Re: No planet bombardment treaty

I disagree. You just have to break the treaty and then you can do what you want. Eveything else leads to the same diplomatic inconsistency we still have in many other aspects: The empire A demands...
Forum: Space Empires: IV & V November 3rd, 2006, 06:36 PM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Discussion

Two suggestions to your really great mod, which I enjoy a lot:
1.) IMO all point defense weapons should require the corresponding point defense tech level. Now it is only the point defense cannon....
Forum: Space Empires: IV & V November 3rd, 2006, 06:29 PM
Replies: 175
Views: 29,679
Posted By Q
Re: 1.08 bugs.

I switched one of the AI empires to manual control. It was a almost dead empire, who had only some fighters left, which I wanted to eliminate. After I did that, I waited for the message "You loose"...
Forum: Space Empires: IV & V November 3rd, 2006, 04:14 AM
Replies: 175
Views: 29,679
Posted By Q
Re: 1.08 bugs.

I can confirm the point defense bug against fighters.
Another bug with fighters: even with zero supplies they retain their full combat speed.
Both bugs have been reported to MM.
Forum: Space Empires: IV & V November 2nd, 2006, 07:18 PM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Discussion

I tried it outside of the balance mod, where I just changed the militia number in a small test mod but left everything else unchanged. No effect, it is still the militia number of the original...
Forum: Space Empires: IV & V November 2nd, 2006, 06:42 AM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Available for SE:V

I conquered another colony with 995M population. According to your settings.txt this should have given 20 militia. But there were only 3 as it is defined in the standard settings.txt.
For a reason...
Forum: Space Empires: IV & V November 2nd, 2006, 02:45 AM
Replies: 32
Views: 6,855
Posted By Q
Re: Has anything really changed?

Never had this hangup on the end of turn processing so far.
So if you use the last savegame and go through it again, will it happen constantly or is it a random hangup?
Forum: Space Empires: IV & V November 1st, 2006, 06:08 PM
Replies: 32
Views: 6,855
Posted By Q
Re: Has anything really changed?

I have a turn based test game with 203 systems run on minister control till 2402.5 without problems. When did your End of Turn Processing bug show up?
Forum: Space Empires: IV & V November 1st, 2006, 05:57 PM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Available for SE:V

Definitely not. I think there were some 10-20 militia.
Yes, according to your data there should have been much more militias.
Unfortunately I already continued with the game so I can't go back and...
Forum: Space Empires: IV & V November 1st, 2006, 05:48 PM
Replies: 32
Views: 6,855
Posted By Q
Re: Has anything really changed?

I was one of those who was disappointed, that the maximum system number was not higher than 255.
But as I see how the game performs on my Athlon 64 3400+ computer, I think my hardware is much more...
Forum: Space Empires: IV & V November 1st, 2006, 12:10 PM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Available for SE:V

"1.) The AI launches mines in the sector of his colonies: That's something I haver never seen before and just excellent!!

At which turn did you notice this? At turn 150 none of the 6 AI empires...
Forum: Space Empires: IV & V November 1st, 2006, 10:35 AM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Available for SE:V

Just one more impression:
I conquered a full homeworld (4000M population and three weapon platforms) with only 40 small troops. This seems not very balanced to me. I would recommend, that you...
Forum: Space Empires: IV & V November 1st, 2006, 06:09 AM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Available for SE:V

Two observations:
1.) The AI launches mines in the sector of his colonies: That's something I haver never seen before and just excellent!!
2.) The main empires are too friendly. With the exception...
Forum: SEV Modders Knowledge Base October 29th, 2006, 01:42 AM
Replies: 443
Views: 129,924
Posted By Q
Re: Modding SEV Thread Questions

This link does not work for me:
http://www.captainkwok.net/se5resources.php/files/DescriptionFiles.zip
Forum: SEIV October 28th, 2006, 03:28 PM
Replies: 6
Views: 4,219
Posted By Q
Re: Am I missing some UI tricks?

I hit the upgrade button, change the design name from "Antares X" to "Antares XI" (or similar), hit the create button. Then the old design is already selected and you hit the make obsolete button....
Forum: Space Empires: IV & V October 28th, 2006, 04:33 AM
Replies: 1,561
Views: 360,762
Posted By Q
Re: Balance Mod Available for SE:V

I am very impressed and pleased by your mod.
The AI is much better than in the stock game and the short game I made so far is very interesting.
Excellent work!
Forum: SEIV October 27th, 2006, 04:13 PM
Replies: 39
Views: 11,278
Posted By Q
Re: Is SEIV going the way of the dodo?

I think there is a great difference between forum post numbers and game playing acticity for SE IV:
For most of us SE IV is a well known game where you don't have to many questions anymore to...
Showing results 251 to 275 of 500

 
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