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Search: Posts Made By: jim
Forum: Space Empires: IV & V March 15th, 2004, 04:45 AM
Replies: 648
Views: 123,510
Posted By jim
Re: OT: How old are you ?

On patches and MS Windows, au contraire! You see, I have the tech do it.

That is, I have someone who knows well what s/he is doing perform the operation. That also is the nuke in me talking. ...
Forum: Space Empires: IV & V March 12th, 2004, 11:58 PM
Replies: 648
Views: 123,510
Posted By jim
Re: OT: How old are you ?

Ah, yes. Tactics II. Remember playing that back in the very early '60s.

I'm a nuke - one of those amorphous pegs whom Admiral Rickover pounded into the shape he desired to fit into his nuke navy...
Forum: Space Empires: IV & V February 11th, 2004, 05:06 AM
Replies: 5
Views: 1,647
Posted By jim
Re: Another Stellar Manipulation question or 2

I only play Simultaneous, so that is a good qualification. That is, that one might get a warning one way but not the other.

If it is not known for sure, I may have to test it at some point in...
Forum: Space Empires: IV & V February 11th, 2004, 04:32 AM
Replies: 5
Views: 1,647
Posted By jim
Another Stellar Manipulation question or 2

If one attempts to open a warp hole to a system that has the anti-warphole shield, I know that the attempt fails. However, what I do NOT know is if:

1) Does the attempter get told during the...
Forum: Space Empires: IV & V February 7th, 2004, 12:03 AM
Replies: 1
Views: 966
Posted By jim
Killing them slowly

In my uphill battle with a psychic AI left alone too long, I have been re-introduced to the effects of inciting empire-wide riots. This brings up a Q.

If one kills a colony, then it inflicts...
Forum: Space Empires: IV & V February 6th, 2004, 11:53 PM
Replies: 6
Views: 1,244
Posted By jim
Re: Stellar Manip: quirks and quarks

Yes, as I mentioned in my first post, colony kill happiness impacts are felt empire-wide. I jave learned that colnies killed indirectly throuogh stellar torpedoes do NOT have happiness impacts.
...
Forum: Space Empires: IV & V February 6th, 2004, 02:34 AM
Replies: 6
Views: 1,244
Posted By jim
Stellar Manip: quirks and quarks

Well, I finally got some Star Destroyers built and the first target was one border system that the AI had taken from me. There were a few small colonies there, but the main reason for choosing there...
Forum: Space Empires: IV & V January 30th, 2004, 12:00 AM
Replies: 14
Views: 2,844
Posted By jim
Re: Stellar Manipulation Qs

"Do you expect me to talk?" Bond asked, as the laser etched its way up the table between his shackled legs.

"No, Mr. Bond," laughed Goldfinger. "I expect you to die."

I do not want to bother...
Forum: Space Empires: IV & V January 29th, 2004, 12:41 AM
Replies: 14
Views: 2,844
Posted By jim
Re: Stellar Manipulation Qs

Thanks all!

As I noted in my original post, I am familiar with how to do the same turn open-and-through if I have been to the target system or am Ancient. It was the chance that there had been...
Forum: Space Empires: IV & V January 28th, 2004, 05:38 AM
Replies: 14
Views: 2,844
Posted By jim
Stellar Manipulation Qs

In a couple earlier Q Posts, I mentioned that I was shaping towards a NON-Gold game showdown with a psychic AI let alone too long. Well, I'm almost there. The AI's heavy ships almost all have Sweep...
Forum: Space Empires: IV & V January 22nd, 2004, 05:04 AM
Replies: 6
Views: 2,054
Posted By jim
Re: Sharing the Talisman

I have tried intel with some success against the weaker AIs. However, keep in mind that it is a High Bonus - High Difficulty game.

So, IIRC, that means that the AIs intel quantity gets multiplied...
Forum: Space Empires: IV & V January 22nd, 2004, 02:22 AM
Replies: 6
Views: 2,054
Posted By jim
Re: Sharing the Talisman

OK - and thanx ;-)

I knew about the unit sharing - that has been amply explained a few times here, and is even specifically described in the FAQ.

I knew the neural net ruins tech allowed...
Forum: Space Empires: IV & V January 22nd, 2004, 01:53 AM
Replies: 6
Views: 2,054
Posted By jim
Sharing the Talisman

If one ship in a fleet has a Talisman, do all others fleeted with it that have a neural net have 100% hit probability?
Forum: Space Empires: IV & V January 22nd, 2004, 01:41 AM
Replies: 24
Views: 3,534
Posted By jim
Re: Computer combat Q

Can you orchestrate it well in Simultaneous?

I do not play tactical combat against the AI. I regard it as unbalancing and negative learning should I play against a human.
Forum: Space Empires: IV & V January 21st, 2004, 04:02 AM
Replies: 24
Views: 3,534
Posted By jim
Re: Computer combat Q

Aah! Ablative escorts!

I missed the full design aspect, especially the absence of Combat Sensors and token gun (like APBI, or something).

Maybe I'll try that ....

After all, I could avoid...
Forum: Space Empires: IV & V January 21st, 2004, 02:50 AM
Replies: 24
Views: 3,534
Posted By jim
Re: Computer combat Q

Some thoughtful ideas - thanx!

I do see a problem with the escort idea, though. Specifically, I'd expect them to get "turned to the dark side" pretty quickly, and then sent back at me.

(For...
Forum: Space Empires: IV & V January 17th, 2004, 02:19 AM
Replies: 24
Views: 3,534
Posted By jim
Re: Computer combat Q

I did not say that I could ever make them not vulnerable.

I asked if there were any ideas as to making them more RESISTANT.

The H mounts for the computer virus give damge of something like 160,...
Forum: Space Empires: IV & V January 17th, 2004, 12:15 AM
Replies: 24
Views: 3,534
Posted By jim
Re: Computer combat Q

So, back to my original Q, are there more resistant ship designs in the NON-Gold game to the virus+subverter combo?

I may try a slow base ship with APB-12s at max range in a fleet of Cap Missile V...
Forum: Space Empires: IV & V January 16th, 2004, 05:45 AM
Replies: 24
Views: 3,534
Posted By jim
Re: Computer combat Q

As I noted, this is a non-GOLD game. Thus, the 1.84 change does not help me.

Still, you did answer that extra damage spills over. Does the resistance of each MC equate to a number that has some...
Forum: Space Empires: IV & V January 16th, 2004, 05:18 AM
Replies: 24
Views: 3,534
Posted By jim
Computer combat Q

Does having more than one Master Computer on a ship make it any less at risk to a computer virus armed foe? That is, would a target ship with 2 MCs have to be hit twice? If there were 3 MCs aboard,...
Forum: Space Empires: IV & V August 28th, 2002, 01:39 AM
Replies: 22
Views: 4,631
Posted By jim
Re: How to trivially defeat anti-shield weapon equipped fleets

I know it is a band-aid solution, but can someone tell me why it would be hard to make anti-shield weapons unable to target fighters?

As it currently is, no AI can be scripted to use anti-shield...
Forum: Space Empires: IV & V August 27th, 2002, 12:45 AM
Replies: 22
Views: 4,631
Posted By jim
How to trivially defeat anti-shield weapon equipped fleets

The answer use "shielded" fighters.

Alright, I've shown in an earlier thread that fighters can be tractor beams, well, now it looks like they screw up anti-shield weapons.

I had been puzzled by...
Forum: Space Empires: IV & V August 14th, 2002, 02:32 AM
Replies: 9
Views: 2,428
Posted By jim
Fleeting w/Bases - causing one problem while fixing another

OK -

The game had an exploit that became well known, even notorious. Namely, all bases had an implicit Quantum Reactor such that joining them to a fleet replaced all Supply. It made Resupply...
Forum: Space Empires: IV & V August 3rd, 2002, 02:08 AM
Replies: 20
Views: 3,604
Posted By jim
Re: Does the AI use creative tactics?

Here is another example that suggests the AI benefits from info advantages:

1) The AI had a force of 45 ships in the square adjacent to a warp point that was a choke point into my empire,

2) I...
Forum: Space Empires: IV & V August 3rd, 2002, 01:56 AM
Replies: 29
Views: 5,675
Posted By jim
Re: Fighters are tractor beams

LGM -

Using Null space weapons does not seem to solve the basic problem. That is, the ship will NOT try to stay out of range while the Null Space reloads. Instead, the ship will remain in range...
Showing results 26 to 50 of 84

 
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