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Search: Posts Made By: XenoTheMorph
Forum: Space Empires: IV & V December 31st, 2004, 03:16 PM
Replies: 67
Views: 10,389
Posted By XenoTheMorph
Re: Things You Might See On An SE V Bumper Sticker

http://forum.shrapnelgames.com/images/smilies/frown.gif
No fair I'm very trustworthy, unless I need something http://forum.shrapnelgames.com/images/smilies/happy.gif



Luna?

Atrocities is...
Forum: SEIV December 31st, 2004, 08:35 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.9 Update Released

Nice change! http://forum.shrapnelgames.com/images/smilies/happy.gif

You might want to slightly tweak the 'Button bar' window to make it a little wider so the side to side scroll bar disapears...
Forum: Space Empires: IV & V December 31st, 2004, 08:29 AM
Replies: 1,103
Views: 86,644
Posted By XenoTheMorph
Re: Adamant Mod Discussion Thread

CovertJaguar even without the telescope they look better than the idea in my head, I especially like the different colour mana crystals http://forum.shrapnelgames.com/images/smilies/cool.gif

When...
Forum: Space Empires: IV & V December 30th, 2004, 03:54 PM
Replies: 1,103
Views: 86,644
Posted By XenoTheMorph
Re: Adamant Mod Discussion Thread

Tiny & Small gas giant do exist in FQM (Fyrons Quadrent Mod) which is used in the Adamant Mod (by Fyron http://forum.shrapnelgames.com/images/smilies/wink.gif ). Many mods use the FQM since it...
Forum: Space Empires: IV & V December 30th, 2004, 12:10 PM
Replies: 1,103
Views: 86,644
Posted By XenoTheMorph
Re: Adamant Mod Discussion Thread

I've been trying to think of things to help you (CJ) with ideas for the components and I think I have come up with a few (of varing quality) -

Spell Sequencer OR combat sensors - What about...
Forum: Space Empires: IV & V December 27th, 2004, 10:17 AM
Replies: 1,103
Views: 86,644
Posted By XenoTheMorph
Re: Adamant Mod Discussion Thread

Fyron, CJ what is happening with the images/mod? http://forum.shrapnelgames.com/images/smilies/happy.gif
This tread had dropped onto the 3rd page!...
Forum: Space Empires: IV & V December 25th, 2004, 07:57 AM
Replies: 13
Views: 2,504
Posted By XenoTheMorph
Re: Merry Christmas Everybody (and a happy new pol

Ooh is Crimbo for Christmas (much better than Xmas!!) too british to be widely understood? http://forum.shrapnelgames.com/images/smilies/cool.gif

Randallw I'm Lucky normally it is 3. ...
Forum: Space Empires: IV & V December 25th, 2004, 04:29 AM
Replies: 13
Views: 2,504
Posted By XenoTheMorph
Merry Christmas Everybody (and a happy new poll)

Well lets be a bit Naf! (With a little poll)


Merry Christmas Everybody!!! http://forum.shrapnelgames.com/images/smilies/happy.gif

& A happy New Year!

(Jingle Bells, Jingle B... )

Mine...
Forum: SEIV December 21st, 2004, 08:42 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.7 Update Released

I think that the best thing to do is only patch if at least a month has past since the Last time OR The patch is mainly to fix a annoying/major bug OR the patch would significantly improve the mod...
Forum: SEIV December 19th, 2004, 03:48 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.7 Update Released

I belive Aiken meant that I might have had some Bussard collectors on my test Remote Mining ship, and that these generated exactly the same amount of supplies used by the Remote Mining, therefore...
Forum: SEIV December 19th, 2004, 11:29 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.7 Update Released

Yep that is exactly what I did, just to double check I did not miss anything I'll do it again, but that will have to wait until I get back from work ...
Forum: Space Empires: IV & V December 19th, 2004, 08:28 AM
Replies: 22
Views: 4,302
Posted By XenoTheMorph
Re: SpaceEmpires.net

Oh well my old post count was about 7 http://forum.shrapnelgames.com/images/smilies/happy.gif
Forum: SEIV December 19th, 2004, 08:23 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.7 Update Released

I had a vague feeling they did aswell (I'm sure I noticed remote mining ships run out of supplys without moving in the past). But when I tested them out in the STM v1.9.0.7 nothing showed. I made a...
Forum: SEIV December 18th, 2004, 10:41 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.7 Update Released

April eek http://forum.shrapnelgames.com/images/smilies/eek.gif

Oh well, hopefully you will have a long list of little things to tweak by then. Hmm on that note -

I found quite a few more...
Forum: SEIV December 18th, 2004, 08:54 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.7 Update Released

Atrocities,

Just to let you know it seem that the Dreadnought Heavy was not changed when you added shuttle bays to the larger Warrior ships. It is in a different part of the file (Just after the...
Forum: SEIV December 18th, 2004, 12:15 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

One Last post, sleepy time NOW http://forum.shrapnelgames.com/images/smilies/stupid.gif

The two largest Warrior trait ships (Baseship & Baseship Heavy) have a Max engines of 6 not 4 (as stated in...
Forum: SEIV December 17th, 2004, 11:36 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

I think that the only components that use supplys are -

1. weapons upon firing

2. stellar manipulation on use

3. components that provide non-tactical movement when moving

Anyone else know?
Forum: SEIV December 17th, 2004, 11:15 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

In Turn based I moved a ship 1 space and the usage was 100. The total usage for the Warp Core (20) and 2 Nacelles (40 each) totals 100 as it should. After retrofitting it with 4 Bussard Collectors (5...
Forum: SEIV December 17th, 2004, 10:53 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

Atrocities,

Maybe change the 'Impulse Engines' & 'Bussard Collectors' so they don't display a positive supply usage, it seems slightly misleading if you don't know about it.

Also I was looking...
Forum: SEIV December 17th, 2004, 08:45 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

Just a few more possible bugs/typos (v1.9.0.6)


1. Both the 'Bussard Collectors' & the 'Impulse Engines' have supply usage stats, though these components use no supplys when the ship moves.

2....
Forum: SEIV December 15th, 2004, 09:22 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

I just thought it was a bit strange that you can have fighters with Shield Depleters (of any level) & not necessarily have a ship Version available. ...
Forum: SEIV December 14th, 2004, 06:44 PM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

Atrocities I was wondering if when you changed the 2nd set of Pirate Shield Depleters into Master computer destroyers, did you change the tech requirements of the Pirate small shield depleters to...
Forum: Space Empires: IV & V December 13th, 2004, 07:35 AM
Replies: 1,103
Views: 86,644
Posted By XenoTheMorph
Re: Adamant Mod Discussion Thread

The 1st one was good http://forum.shrapnelgames.com/images/smilies/smile.gif
The 2nd one is much better http://forum.shrapnelgames.com/images/smilies/cool.gif

keep up the good work!
Forum: SEIV December 12th, 2004, 08:11 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

By Atrocities


Well I'm not absolutely sure myself http://forum.shrapnelgames.com/images/smilies/tongue.gif.

I thought that since the Pirate Space Docks and standard Space Yards have the same...
Forum: SEIV December 11th, 2004, 08:45 AM
Replies: 1,502
Views: 163,409
Posted By XenoTheMorph
Re: The Star Trek Mod - 1.9.0.2 Update Released

Hmm, I've been doing some testing and listed all the possible typos/bugs I've found (v1.9.0.4) -

1. Nacelles show up in base design. Maybe amend them to be ship only not ship/base, since they are...
Showing results 26 to 50 of 134

 
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