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Showing results 26 to 50 of 252
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Search:
Posts Made By:
TNZ
Forum:
Space Empires: IV & V
December 28th, 2004, 04:22 AM
Replies:
5,004
Babylon 5 Mod
Views:
548,348
Posted By
TNZ
Re: Babylon 5 Mod
Just an idea I had on how the armour system in the B5 mod could be made to work.http://forum.shrapnelgames.com/images/smilies/smile.gif...
Forum:
SEIV Scenarios and Mods
December 28th, 2004, 04:18 AM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
91,969
Posted By
TNZ
Re: Space Empires IV: Data/Sound/Graphic
Just an idea I had on how the armour system in the B5 mod could be made to work.
Forum:
SEIV
November 29th, 2004, 08:13 PM
Replies:
1,502
The Star Trek Mod - v1.9.7.5 (Oct 07)
Views:
163,302
Posted By
TNZ
Re: The Star Trek Mod - Final Update
I would like to be part of the beta test for this Version. A good name for an emperor? How about Capt. Kirk’s middle name? Tiberius.http://forum.shrapnelgames.com/images/smilies/smile.gif
Forum:
Space Empires: IV & V
November 29th, 2004, 05:29 AM
Replies:
13
Phoenix Mod Version 0.2
Views:
2,128
Posted By
TNZ
Re: Phoenix TNZ
New Data files for Phoenix Mod. http://forum.shrapnelgames.com/images/smilies/smile.gif
http://www.shrapnelcommunity.com/threads/download.php?Number=314082
Forum:
SEIV Scenarios and Mods
November 29th, 2004, 05:25 AM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
91,969
Posted By
TNZ
Re: Space Empires IV: Data/Sound/Graphic
New Data files for Phoenix Mod.
Forum:
Space Empires: IV & V
November 28th, 2004, 09:58 PM
Replies:
13
Phoenix Mod Version 0.2
Views:
2,128
Posted By
TNZ
Re: Phoenix TNZ
Phoenix Mod Version 0.1/threads/images/Graemlins/Flag_NewZeland.gif
http://www.shrapnelcommunity.com/threads/download.php?Number=313982
Forum:
SEIV Scenarios and Mods
November 28th, 2004, 08:52 PM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
91,969
Posted By
TNZ
Re: Space Empires IV: Data/Sound/Graphic
Phoenix Mod Version 0.1
Forum:
SEIV
November 28th, 2004, 07:26 AM
Replies:
1,502
The Star Trek Mod - v1.9.7.5 (Oct 07)
Views:
163,302
Posted By
TNZ
Re: The Star Trek Mod - Final Update
Atrocities, try this out it appear to workhttp://forum.shrapnelgames.com/images/smilies/smile.gif
http://www.shrapnelcommunity.com/threads/download.php?Number=313888
Forum:
SEIV Scenarios and Mods
November 28th, 2004, 07:23 AM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
91,969
Posted By
TNZ
Re: Space Empires IV: Data/Sound/Graphic
Atrocities, try this out it appear to workhttp://forum.shrapnelgames.com/images/smilies/smile.gif
Forum:
Space Empires: IV & V
November 26th, 2004, 03:25 AM
Replies:
894
Official Image Collection
Views:
80,164
Posted By
TNZ
Re: Official Image Collection
I just noticed that comp 594 and comp 595 seem to have no small pictures. Also the small picture for comp 888 needs a little more room on the left side./threads/images/Graemlins/Flag_NewZeland.gif
Forum:
Space Empires: IV & V
November 22nd, 2004, 11:16 PM
Replies:
894
Official Image Collection
Views:
80,164
Posted By
TNZ
Re: Official Image Collection
New Beams And Torps Displays http://forum.shrapnelgames.com/images/smilies/eek.gif
http://www.shrapnelcommunity.com/threads/download.php?Number=284719
Readme for New Beams And Torps Displays...
Forum:
Space Empires: IV & V
November 22nd, 2004, 01:20 AM
Replies:
19
OT-Half-Life 2 is a great…
Views:
2,017
Posted By
TNZ
Re: OT-Half-Life 2 is a great…
Caution this post will reveal details of the story line in Half-Life 2 http://forum.shrapnelgames.com/images/smilies/eek.gif
Half-Life 2 is in fact a good game: it does everything that a good...
Forum:
Space Empires: IV & V
November 21st, 2004, 11:11 PM
Replies:
28
Anyone interested in a playable B5 mod, read here
Views:
4,247
Posted By
TNZ
Re: Anyone interested in a playable B5 mod, read here
Why not just have two completely different B5 mods? It would also be a good idea to make it more AI friendly in the same way as the Star Trek Mod is. /threads/images/Graemlins/Flag_NewZeland.gif
Forum:
Space Empires: IV & V
November 17th, 2004, 04:06 AM
Replies:
19
OT-Half-Life 2 is a great…
Views:
2,017
Posted By
TNZ
OT-Half-Life 2 is a great…
Half-Life 2 is a great game if you like games that do not run. Yes I have update my drivers and that steam thing (programme) said I should be able to play half-life 2 offline but it won’t run at all....
Forum:
Space Empires: IV & V
October 2nd, 2004, 07:14 AM
Replies:
10
OT: Rome Total War
Views:
2,352
Posted By
TNZ
OT: Rome Total War
Rome Total War is a totally different game from Medieval Total War. Now only faction family members can be generals and governors. As well, the player is forced to play as one of the three Rome...
Forum:
SEIV
September 23rd, 2004, 04:01 AM
Replies:
2,397
Sticky:
SE5, Tell Aaron what's on your Wish List
Views:
381,041
Posted By
TNZ
Re: SE5, Tell Aaron what\'s on your Wish List
Will SE5 have the ability to generate a resource based on population level, for example, a population of 100m people = 100 resource points (manpower, currency)?
Forum:
Space Empires: IV & V
September 22nd, 2004, 02:08 AM
Replies:
19
Manpower as a resource
Views:
2,130
Posted By
TNZ
Re: Manpower as a resource
Will SE5 have the ability to generate a resource based on population level, for example, a population of 100m people = 100 resource points (manpower, currency)?
If the game can generate a...
Forum:
SEIV
September 5th, 2004, 02:01 AM
Replies:
2,397
Sticky:
SE5, Tell Aaron what's on your Wish List
Views:
381,041
Posted By
TNZ
Re: SE5, Tell Aaron what\'s on your Wish List
In Birth of the Federation combat was turn-based but play out in a pseudo real time representation. So in Birth of the Federation cloak ships literally had the first turn free with no possible...
Forum:
Space Empires: IV & V
August 20th, 2004, 05:18 AM
Replies:
24
SE5 Ordnance Supply?
Views:
3,974
Posted By
TNZ
Re: SE5 Ordnance Supply?
One way to add more realism, without adding more micromanagement, would be to add a new entry to the component file that would controlled how many times a weapon could fire in any single battle....
Forum:
Space Empires: IV & V
August 19th, 2004, 04:38 AM
Replies:
24
SE5 Ordnance Supply?
Views:
3,974
Posted By
TNZ
Re: SE5 Ordnance Supply?
This is how my ordnance supply idea could work in the game. As suggested by Baron M, all weapons would have their own magazine. For example, depleted uranium cannons would have a magazine of 20...
Forum:
Space Empires: IV & V
August 18th, 2004, 11:00 PM
Replies:
24
SE5 Ordnance Supply?
Views:
3,974
Posted By
TNZ
Re: SE5 Ordnance Supply?
I would have thought the point of having ordnance supplies was so a ship’s ability to use a particular weapon type in combat could be precisely controlled. With the combat in SE5 being real-time, the...
Forum:
Space Empires: IV & V
August 18th, 2004, 02:03 AM
Replies:
24
SE5 Ordnance Supply?
Views:
3,974
Posted By
TNZ
SE5 Ordnance Supply?
If all a ship’s weapons use the same ordnance supplies regardless of type then, in my opinion, that will totally miss the point of having ordnance supplies. I know that star ship’s engineers in the...
Forum:
Space Empires: IV & V
August 15th, 2004, 07:44 AM
Replies:
13
Phoenix Mod Version 0.2
Views:
2,128
Posted By
TNZ
Re: Phoenix TNZ
New RightFiller
http://69.56.133.54:81/threads/download.php?Number=285746
Forum:
SEIV Scenarios and Mods
August 15th, 2004, 07:37 AM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
91,969
Posted By
TNZ
Re: Space Empires IV: Data/Sound/Graphic
New RightFiller
Forum:
SEIV Scenarios and Mods
August 13th, 2004, 08:50 AM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
91,969
Posted By
TNZ
Re: Space Empires IV: Data/Sound/Graphic
Readme for New Beams And Torps Displays
Showing results 26 to 50 of 252
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