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Search: Posts Made By: eagleton
Forum: Space Empires: IV & V January 1st, 2001, 05:47 PM
Replies: 29
Views: 3,874
Posted By eagleton
Re: Remaining issues

The AI should be able to:
- convert atmospheres in order to not become outproduced in the later game,
- use different races in an effective way to get the most out of its colonies. As soon as I...
Forum: Space Empires: IV & V December 31st, 2000, 01:16 AM
Replies: 2
Views: 1,537
Posted By eagleton
Re: Mephisto\'s Earth Alliance can

Thank-you,
this makes it easy.
Forum: Space Empires: IV & V December 30th, 2000, 02:57 AM
Replies: 2
Views: 1,537
Posted By eagleton
Mephisto\'s Earth Alliance can

Hi Mephisto,
you said you made the Earth Alliance research and use planet utilization tech. Could you describe what I have to do to make all races use it? Should make later games really cool, cause...
Forum: Space Empires: IV & V December 27th, 2000, 12:06 PM
Replies: 20
Views: 3,050
Posted By eagleton
Re: Mephisto: Mod Question

Hi again, Mephisto aus Deutschland.

I only had this error once, in my only fight with the EA involved. They game was over pretty soon after that.

There is a maximum number of units (in space)...
Forum: Space Empires: IV & V December 26th, 2000, 05:24 PM
Replies: 20
Views: 3,050
Posted By eagleton
Re: Mephisto: Mod Question

Of course.
I meant that I used the EA as a computer player, au contraire to Atrocities who did not use the AI but had a range check error with your mod (means when he himself was the EA).
I did not...
Forum: Space Empires: IV & V December 26th, 2000, 02:29 AM
Replies: 20
Views: 3,050
Posted By eagleton
Re: Mephisto: Mod Question

I use the Earth Alliance AI by Mephisto but with the original Malfador files (changed all the files to make AI have CS and ECM). Now I have a range check error like Atrocities, except that the EA...
Forum: Space Empires: IV & V December 26th, 2000, 01:31 AM
Replies: 21
Views: 4,320
Posted By eagleton
Re: Diplomacy woes...again...1.19

I got AI-allies to do what I wanted several times, yet only those who were much weaker than me and were depending on my force. I got them to break treaties, declare war on my enemies and even fight -...
Forum: Space Empires: IV & V December 22nd, 2000, 01:52 PM
Replies: 20
Views: 3,050
Posted By eagleton
Re: Mephisto: Mod Question

No supplies anymore? Although CS and ECM are much more important for a good AI, in games with ancient galaxy this could become a problem. Will the AI in Mephisto's MOD at least be able to develop and...
Forum: Space Empires: IV & V December 21st, 2000, 03:25 PM
Replies: 16
Views: 4,129
Posted By eagleton
Re: New patch

Mephisto,
just a quick question concerning your MOD: Is the pictures folder the only one I have to copy into the SE4-foler? What about the other sub-folders of your MOD-folder?
I was very pleased...
Forum: Space Empires: IV & V December 19th, 2000, 11:44 PM
Replies: 2
Views: 1,273
Posted By eagleton
add new empire

Some questions about adding new empires:

If I'm creatin a new empire, let's say the Earth Alliance, and I don't have a special AI script for it, how does the game decide:
1 which types of weapons...
Forum: Space Empires: IV & V December 16th, 2000, 01:30 PM
Replies: 8
Views: 2,936
Posted By eagleton
Re: The only thing that po\'s me ....

I think it's not mainly memory. I have only 64 megs of RAM, but a 710 Celeron processor, and it's mostly pretty fast when the AI has its turn. I can hardly hear my harddrive working then, so the...
Forum: Space Empires: IV & V December 15th, 2000, 02:43 AM
Replies: 8
Views: 2,144
Posted By eagleton
Re: Transport Minister Broken?

Yeah psitticine, you're right, I forgot about that. Tha AI can't deal with different races, so the AI opponents can't get advantages out of using conquered enemies populations. This should be one...
Forum: Space Empires: IV & V December 15th, 2000, 12:43 AM
Replies: 8
Views: 2,144
Posted By eagleton
Re: Transport Minister Broken?

Depopulation of planets by multiple transports has been fixed in one of the new beta Versions. You can find this int the beta-patch thread that was posted by Shrapnelgames. Population Transports are...
Forum: Space Empires: IV & V December 12th, 2000, 07:26 PM
Replies: 4
Views: 1,410
Posted By eagleton
Comm Channels and Trade

Every time I need some technology, I give the AI some comm channels, and they accept all the time. Why are comm channels so important to them?
Forum: Space Empires: IV & V December 8th, 2000, 12:22 AM
Replies: 4
Views: 1,890
Posted By eagleton
Re: Some AI questions

2) I've played a real long game (about year 2465) until my victory conditions (one player has 200% of second player) were met. Then I looked at the AI designs and saw that they had designs for...
Forum: Space Empires: IV & V December 7th, 2000, 10:21 PM
Replies: 1
Views: 1,678
Posted By eagleton
Re: Ressource ConVersion

You can see the changes in your empire window where expensives and income are counted. Strangely, you only seem to need one conVersion facility to convert as much ressources as you need.
Forum: Space Empires: IV & V December 3rd, 2000, 12:17 PM
Replies: 0
Views: 1,315
Posted By eagleton
Upsmarting the AI and sim turn

Hello everyone,
I just sent this to Malfador. What do you think about it? In my view these should be relatively easy ways to upsmart the AI.
The changes in sim turn are much harder to achieve, I...
Forum: Space Empires: IV & V November 28th, 2000, 12:08 PM
Replies: 5
Views: 1,802
Posted By eagleton
Upsmarting the AI

I was just thinking about easy ways that don't involve too much coding to upgrade the AI.

Those two I think should be relativily easy to do for Malfador:

1 Securing that every attack ship has...
Forum: Space Empires: IV & V November 18th, 2000, 01:26 AM
Replies: 7
Views: 1,889
Posted By eagleton
Re: Ressource Converter Question

I did that but how do you know that it's working? I could not see any change in my ressource stats.
Forum: Space Empires: IV & V November 18th, 2000, 12:45 AM
Replies: 7
Views: 1,889
Posted By eagleton
Ressource Converter Question

I've built a ressource converter on one of my smaller planets. When I tried to convert ressources using the appropriate menu, nothing changed in my resource statistics.

Who knows how to use this?
Forum: Space Empires: IV & V November 16th, 2000, 03:38 PM
Replies: 3
Views: 2,592
Posted By eagleton
Has anyone seen...

the AI opponents build:
- ringworlds
- shereworlds
- ships with organic armor?
Forum: Space Empires: IV & V November 13th, 2000, 11:16 PM
Replies: 0
Views: 2,056
Posted By eagleton
Integration of Race Styles

I just integrated some of the race styles from Gryphon Shipyards into the game and cannot help myself but ask:

When I'm not playing around with the data file, will all of my self created empires...
Forum: Space Empires: IV & V October 31st, 2000, 11:42 PM
Replies: 8
Views: 2,269
Posted By eagleton
Re: Quadrant Types vs Starting Planet Type

Of the 8 races we know at the moment, 7 use rock or ice, I think. So choosing gas giants can lead to advantages because of less competition.
There are more rock and ice planets, therefore you can...
Forum: Space Empires: IV & V October 22nd, 2000, 04:28 PM
Replies: 4
Views: 1,734
Posted By eagleton
What Weapons do AI-Empires use?

I like the SE4-demo very much and play it almost every day. Most bugs will surely be sorted out soon and everything's cool.
There's just one thing that somewhat bothers me: The attack ships my AI...
Forum: Space Empires: IV & V September 25th, 2000, 08:40 PM
Replies: 3
Views: 2,778
Posted By eagleton
Re: be nice if...

The problem with transports in SE IV was also
apparent in SE III. They never fixed it, so I'm not very optimistic that it will be changed in SE IV. In one SE IV game, I realized 2 medium transports...
Showing results 26 to 50 of 51

 
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