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Showing results 351 to 375 of 500
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Posts Made By:
Val
Forum:
Space Empires: IV & V
May 15th, 2002, 12:28 PM
Replies:
23
Pseudo-Newtonian Movement
Views:
3,985
Posted By
Val
Re: Pseudo-Newtonian Movement
SJ:
How did he move the planets?
Forum:
Space Empires: IV & V
May 15th, 2002, 11:20 AM
Replies:
82
SE:IV Platinum Edition (voting topic)
Views:
10,426
Posted By
Val
Re: SE:IV Platinum Edition (voting topic)
I'm for:
7
12
13
22
23
Any word on which numbers are leading as of yet?
Excellent work BTW!!!
Forum:
Space Empires: IV & V
May 15th, 2002, 11:14 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
PDF:
SJ could guide you on converting the mod to Gold if you would like (and if he has the time). I think there were also a few threads that explained how to convert it over. The only reason we...
Forum:
Space Empires: IV & V
May 14th, 2002, 11:35 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
PF:
Ouch, sounds like the Shadows are working pretty well on a power level;)
Pheonix-D:
So, if components are in the same family, but are specified as Base OR Ship, they will overlap due to...
Forum:
Space Empires: IV & V
May 14th, 2002, 03:25 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
As PF said, the increased amount of supplies are meant to help the larger ancient vessels through the long battles (this will be even more important once converted to Gold). The amount generated...
Forum:
Space Empires: IV & V
May 10th, 2002, 11:53 PM
Replies:
673
Star Wars Mod - II (Sci-Fi Xover Mod)
Views:
96,086
Posted By
Val
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sounds easy enough to me.
In fact, on the alternate B5 Mod page, the D/Ls are broken into 12 different zips plus updates!
But, I know a lot of people had trouble with that, so I changed it to...
Forum:
Space Empires: IV & V
May 10th, 2002, 11:30 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Thanks for testing them!
In the more finalized Version, ancients will suffer from a LOW - LOW - LOW (almost non-existant) birthrate, so every ancient life will be a valuable commodity (I reset the...
Forum:
Space Empires: IV & V
May 10th, 2002, 04:20 PM
Replies:
80
Next patch requests
Views:
11,880
Posted By
Val
Re: Next patch requests
<font size="2" face="Verdana, Arial">Yes, but you can give an 'engine' Combat movement only (and make it a Base component - checking to see that all other engines are Ship only) and limit it to One...
Forum:
Space Empires: IV & V
May 10th, 2002, 04:12 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
All:
I have attached a zip with corrections for the facilities (had to change them a bit to make AI work), corrected the AI to use these facilities, fixed a few spelling errors and added a few...
Forum:
Space Empires: IV & V
May 9th, 2002, 10:59 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Has anyone tried a game as one of the B5 Ancient races? Using the Kirishiac, Shadow, Torvalus or Vorlon Racial Ability along with the B5 Ancients Racial Ability?
I'm curious how well they are...
Forum:
Space Empires: IV & V
May 9th, 2002, 08:13 PM
Replies:
673
Star Wars Mod - II (Sci-Fi Xover Mod)
Views:
96,086
Posted By
Val
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Another option would be to include the shipsets as a 3rd file we could d/l - so people who already have them can just download what they need.
I liked the station (mini-mini-ringworld) idea and I...
Forum:
Space Empires: IV & V
May 9th, 2002, 07:56 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
If anyone here is interested in seeing the B5 flight sim game come into being (the one Sierra was going to make), visit the pole at the following URL and let your voice be heard:
B5 Game Survey...
Forum:
Space Empires: IV & V
May 9th, 2002, 07:11 PM
Replies:
16
Request for help...
Views:
4,472
Posted By
Val
Re: Request for help...
Why not set a deadline for when everything should be moved?
Also willing to help move stuff:)
[ 09 May 2002, 18:13: Message edited by: Val ]
Forum:
Space Empires: IV & V
May 9th, 2002, 05:31 PM
Replies:
80
Next patch requests
Views:
11,880
Posted By
Val
Re: Next patch requests
Can't you represent that with Standard Movement v. Combat Movement?
Forum:
Space Empires: IV & V
May 9th, 2002, 05:26 PM
Replies:
63
What do you think of the new board features?
Views:
10,282
Posted By
Val
Re: What do you think of the new board features?
Looks really cool, especially like the "most recent visitors" http://forum.shrapnelgames.com/images/icons/icon7.gif
Forum:
Space Empires: IV & V
May 8th, 2002, 11:52 PM
Replies:
6
Phoenix D > Weapon platforms- on colonies or uncolonized planets as well?
Views:
1,686
Posted By
Val
Re: Phoenix D > Weapon platforms- on colonies or uncolonized planets as well?
Toss a sensor on there and you can scan the enemy ships as well http://forum.shrapnelgames.com/images/icons/icon12.gif
Forum:
Space Empires: IV & V
May 8th, 2002, 11:51 PM
Replies:
3
Argghh! Need to get back into the game!
Views:
1,832
Posted By
Val
Re: Argghh! Need to get back into the game!
Well, get to it http://forum.shrapnelgames.com/images/icons/icon12.gif
Forum:
Space Empires: IV & V
May 8th, 2002, 11:45 PM
Replies:
27
Comments (bugs) with _AI_Construction_Vehicles.txt
Views:
5,051
Posted By
Val
Re: Comments (bugs) with _AI_Construction_Vehicles.txt
Oink...
Forum:
Space Empires: IV & V
May 8th, 2002, 11:44 PM
Replies:
80
Next patch requests
Views:
11,880
Posted By
Val
Re: Next patch requests
I think racial anger modifiers would be great - something that would allow you to represent long standing hatred between races!!
Would also be nice if you could set anger modifiers for use of...
Forum:
Space Empires: IV & V
May 8th, 2002, 11:33 PM
Replies:
27
Comments (bugs) with _AI_Construction_Vehicles.txt
Views:
5,051
Posted By
Val
Re: Comments (bugs) with _AI_Construction_Vehicles.txt
In my experience in making the B5 Mod AI_DesignCreation file, I found that as long as I changed the "Name:=" and left the "Design Type:=" standard SE IV, the AI would pick various ships. I also...
Forum:
Space Empires: IV & V
May 8th, 2002, 11:28 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
More satellite sizes and mounts are definately in order! Both excellent suggestions from SJ and Captain Kwok. As far as things go, those should be among the easier to accomplish. Right up there...
Forum:
Space Empires: IV & V
May 8th, 2002, 11:10 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
I've been rethinking the facilities a bit - both to help get a planet started and also to help AI along. I should have some changes soon.
You could also drop mines/sats in orbit when you colonize...
Forum:
Space Empires: IV & V
May 8th, 2002, 10:57 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
I couldn't get used to Morray. I need to see someone use it to get the hang of it quicker.
Mines are still important, and (iirc) there are a variety of warheads for them. New mounts need to be...
Forum:
Space Empires: IV & V
May 8th, 2002, 08:49 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
My misunderstanding http://forum.shrapnelgames.com/images/icons/icon7.gif
Also, forgot to answer your earlier question: I use mostly DoGA 3 and Paint Shop Pro 7. What are you using?
Forum:
Space Empires: IV & V
May 8th, 2002, 07:08 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Wr8th:
Glad you are enjoying and that your friend is considering SE to play the mod (not that there aren't enough reasons to own it anyway http://forum.shrapnelgames.com/images/icons/icon12.gif )....
Showing results 351 to 375 of 500
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