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Showing results 26 to 50 of 416
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Posts Made By:
AngleWyrm
Forum:
Space Empires: IV & V
July 7th, 2007, 05:08 AM
Replies:
10
Ship AIs that talk to each other
Views:
2,739
Posted By
AngleWyrm
Re: Ship AIs that talk to each other
Thanks on the comments commentary; I'm a big believer in them too. The best thing I learned on comments is make them read at a higher level than the code they describe.
About the single-file...
Forum:
Space Empires: IV & V
July 6th, 2007, 04:30 AM
Replies:
10
Ship AIs that talk to each other
Views:
2,739
Posted By
AngleWyrm
Re: Ship AIs that talk to each other
Compilers can do a lot, but the coder should look at a profile as well. In one project (Hat random container (http://home.comcast.net/~anglewyrm/hat.html)), when I profiled the code, I found out that...
Forum:
SEIV
July 5th, 2007, 04:38 PM
Replies:
1,502
The Star Trek Mod - v1.9.7.5 (Oct 07)
Views:
163,302
Posted By
AngleWyrm
Re: The Star Trek Mod - New Version Available
If the problem exists in stock, then it is not the mod. If the problem does not exist in stock, but does exist in the mod, then it is in the mod.
Forum:
SEIV
July 4th, 2007, 03:33 AM
Replies:
1,502
The Star Trek Mod - v1.9.7.5 (Oct 07)
Views:
163,302
Posted By
AngleWyrm
Re: The Star Trek Mod - New Version Available
I guess I was unclear: The AI transport minister is sending transports on impossible missions. The entire fleet of transports are stuck in a loop. Each ship gets low on gas, and is told to go home,...
Forum:
Space Empires: IV & V
July 2nd, 2007, 06:14 PM
Replies:
3
[OT]: Nine Billion Miles From Earth!
Views:
1,501
Posted By
AngleWyrm
Re: [OT]: Nine Billion Miles From Earth!
Five minutes to kill (yourself) (http://www.adultswim.com/games/fiveMinutes/index.html) It's at the bottom of the page
--
Painfully Amusing...
Forum:
SEIV
July 2nd, 2007, 11:14 AM
Replies:
210
Sticky:
Gameplay tips & tricks
Views:
87,572
Posted By
AngleWyrm
Re: Planet Creation
Maybe if the ship moves somewhere else, then other 'hidden things' use up a random number. Which are different from dice in that we can see the future of a random number line, but we cannot see the...
Forum:
Space Empires: IV & V
July 2nd, 2007, 04:59 AM
Replies:
3
[OT]: Nine Billion Miles From Earth!
Views:
1,501
Posted By
AngleWyrm
[OT]: Nine Billion Miles From Earth!
The Most Incredible Adventure Of All Time! (http://www.adultswim.com/games/ninebillion/index.html)
http://forum.shrapnelgames.com/images/smilies/happy.gif
--
The Morning After, with Luke and...
Forum:
SEIV
July 1st, 2007, 07:55 PM
Replies:
9
How do I save ship designs?
Views:
2,937
Posted By
AngleWyrm
How do I save ship designs?
When I save an empire to file from the main menu, it asks me "Do you wish to save your designs with your empire?" And I answer yes. When I start a new game, and load that empire as a player, then I...
Forum:
SEIV
June 30th, 2007, 02:57 AM
Replies:
1,502
The Star Trek Mod - v1.9.7.5 (Oct 07)
Views:
163,302
Posted By
AngleWyrm
Re: The Star Trek Mod - New Version Available
Ok, thanks -- I'll redesign my transports to include a sattelite layer, and deploy some warp-point monitors.
Transports Population
I've set them to auto-do-their-thing, but...There's a pack of...
Forum:
SEIV
June 27th, 2007, 12:17 AM
Replies:
1,502
The Star Trek Mod - v1.9.7.5 (Oct 07)
Views:
163,302
Posted By
AngleWyrm
Re: The Star Trek Mod - New Version Available
Here's a cursor that I made for easy viewing
http://home.comcast.net/~anglewyrm/Selection.bmp
Sattelites
Sattelite weapons use supplies, but I don't see any supply storage modules available?...
Forum:
Space Empires: IV & V
June 16th, 2007, 05:16 PM
Replies:
39
Man, it's just not there.
Views:
7,500
Posted By
AngleWyrm
Re: Man, it\'s just not there.
Yea, I wonder what they're up to now?
Forum:
Space Empires: IV & V
June 16th, 2007, 03:29 AM
Replies:
39
Man, it's just not there.
Views:
7,500
Posted By
AngleWyrm
Re: Man, it\'s just not there.
tehre was a sduty dnoe on rdenieg taht siad olny the fsirt and lsat lterts oedror are itomrapnt.
Forum:
Space Empires: IV & V
June 15th, 2007, 05:14 PM
Replies:
27
OT: Game Theory/Statistics
Views:
4,749
Posted By
AngleWyrm
Re: OT: Game Theory/Statistics
Oh no, I didn't mean that the game would be different. Take chess for example. You can still model the game as an exploding tree if you like, but it's not possible to draw the whole thing out. It's...
Forum:
Space Empires: IV & V
June 15th, 2007, 05:02 AM
Replies:
39
Man, it's just not there.
Views:
7,500
Posted By
AngleWyrm
Re: Man, it\'s just not there.
I liked: Fleet subdivisions! Grouping ships into Strike group, Marine lander group, long-range fire support group, Civilian group. Each with separate strategies. Great idea.
I disliked: Having to do...
Forum:
Space Empires: IV & V
June 15th, 2007, 04:17 AM
Replies:
27
OT: Game Theory/Statistics
Views:
4,749
Posted By
AngleWyrm
Re: OT: Game Theory/Statistics
True, and a great summary of a lot of Game Theory games. they tend to have both players secretly select a move and then reveal the results. Not necessarily a bad thing -- the opening moves in most...
Forum:
Space Empires: IV & V
June 15th, 2007, 04:01 AM
Replies:
37
OT: Somthing ODD
Views:
3,753
Posted By
AngleWyrm
Re: OT: Somthing ODD
I had a heck of a time trying to get GameDev.net last night, and it was still dragging it's heals this morning. The top graphic would pop up right away (cached probably)
25~30 seconds later, the...
Forum:
Space Empires: IV & V
June 13th, 2007, 02:48 AM
Replies:
27
OT: Game Theory/Statistics
Views:
4,749
Posted By
AngleWyrm
Re: OT: Game Theory/Statistics
A mixed strategy example: A pair of bombers are attacking, and only one of them carries the nuke. Who does the SAM site target first?
If the SAM site is guaranteed to target the lead bomber, the...
Forum:
Space Empires: IV & V
June 4th, 2007, 03:26 AM
Replies:
10
Ship AIs that talk to each other
Views:
2,739
Posted By
AngleWyrm
Re: Ship AIs that talk to each other
I have an older model CPU: An AMD 3200+ that runs at a frequency of 2 Ghz. That's two billion instructions per second.
It's up to the programmer to do speed optimizations where appropriate, which...
Forum:
Space Empires: IV & V
June 3rd, 2007, 10:57 PM
Replies:
10
Ship AIs that talk to each other
Views:
2,739
Posted By
AngleWyrm
Ship AIs that talk to each other
Ever notice how, in the typical RTS, a hoard of units (Scorpion Spam, Zerglings, etc) require micromanagement in order to focus their fire properly? Even then, a player is usually forced by time...
Forum:
Space Empires: IV & V
June 2nd, 2007, 11:27 PM
Replies:
48
OT: Battlestar Galactica Final Season
Views:
8,437
Posted By
AngleWyrm
Re: OT: Battlestar Galactica Final Season
When Lost first came on, I watched it for maybe a season and a half. I lost interest for the same reason that my desire to watch Battlestar Galactica waned: Lack of melody.
Each episode introduced...
Forum:
Space Empires: IV & V
June 1st, 2007, 07:05 PM
Replies:
48
OT: Battlestar Galactica Final Season
Views:
8,437
Posted By
AngleWyrm
Re: OT: Battlestar Galactica Final Season
Maybe Star Trek will try for a comeback (http://www.variety.com/article/VR1117941815.html?categoryid=10&cs=1) after their new movie (http://www.imdb.com/title/tt0796366/).
Forum:
Space Empires: IV & V
May 30th, 2007, 07:53 PM
Replies:
6
OT: Cheat codes for the ukulele
Views:
1,371
Posted By
AngleWyrm
OT: Cheat codes for the ukulele
This guy's awesome! (http://www.bestofgooglevideo.com/video.php?video=142)
Forum:
Dominions 3: The Awakening
May 24th, 2007, 04:21 PM
Replies:
6
What does the "TerritoryName (47)" number mean?
Views:
2,595
Posted By
AngleWyrm
What does the \"TerritoryName (47)\" number mean?
There's a number next to the territory names, even for unexplored territories. What does this number measure?
Forum:
Space Empires: IV & V
May 19th, 2007, 09:57 AM
Replies:
1
Nice modding language: Lua
Views:
1,483
Posted By
AngleWyrm
Nice modding language: Lua
Been playing around with Lua scripting language (http://www.lua.org/manual/5.1/manual.html#1). It's quite a nice way to get data and AI processing text files into a C++ (or any) language program....
Forum:
Space Empires: IV & V
May 19th, 2007, 08:06 AM
Replies:
7
SEV Question: How/Can you move a base?
Views:
1,556
Posted By
AngleWyrm
Re: SEV Question: How/Can you move a base?
Tug boats might be implementable if the barge/base/crippled enemy ship/whatever were thought of as external cargo.
With an external cargo setup, it could be possible to decide how much a ship can...
Showing results 26 to 50 of 416
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