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Search: Posts Made By: Jourin
Forum: Space Empires: IV & V December 7th, 2001, 02:18 AM
Replies: 4
Views: 1,265
Posted By Jourin
Re: Maybe it\'s just me...

Check out the Politcs and Anger file for the AI. Changing some of those numbers could help.
Forum: Space Empires: IV & V December 7th, 2001, 01:57 AM
Replies: 11
Views: 3,190
Posted By Jourin
Re: Race vs. Culture

I can not load my htm file, but I will try to use the lit UBB cod.

[LIST]
Culture Racial Value Production Research Intelligence Trade Space Combat Ground Combat Happiness Maintenance
...
Forum: Space Empires: IV & V December 6th, 2001, 11:40 PM
Replies: 11
Views: 3,190
Posted By Jourin
Re: Race vs. Culture

Whatever works for you. My goal and yours was to balance the cultures so one culture does not get an unfair advantage.

I analyzed the original culture values and found a range from +525 for...
Forum: Space Empires: IV & V December 6th, 2001, 08:11 PM
Replies: 50
Views: 7,510
Posted By Jourin
Re: POST DEFINITIVE MODS/PROGRAMS HERE!!!

Noticed that the actual culture mod zip file did not make it to this post.

Like the new way to upload files, much easier.

Culture Mod (http://forum.shrapnelgames.com/newuploads/1007661485.ZIP)
Forum: SEIV Scenarios and Mods December 6th, 2001, 08:04 PM
Replies: 401
Views: 103,199
Posted By Jourin
Re: Space Empires IV: Data/Sound/Graphic

Culture Mod: I balanced the Culture values based on an equivalent racial characteristic cost. I used 800 points as the base value determined by using a 2 in all fields for a neutral culture (making...
Forum: Space Empires: IV & V December 6th, 2001, 07:46 PM
Replies: 11
Views: 3,190
Posted By Jourin
Re: Race vs. Culture

Torkle

I already did that. Check out the Excel spreadsheet included in my Culture.zip file. It balanced all the culture traits based on an equal amount of racial points. I used 800 points based...
Forum: Space Empires: IV & V December 4th, 2001, 11:00 PM
Replies: 1
Views: 1,596
Posted By Jourin
Re: Victory Conditions ? and Suggestion

I think only one victory conditions is an "and" - the one defining how many years before the other victory conditions take place. I like your idea or combining multiple victory conditions. But what...
Forum: Space Empires: IV & V December 3rd, 2001, 05:10 PM
Replies: 21
Views: 4,524
Posted By Jourin
Re: Better AI Idea - modders please read

No I have not been hiting add reply twice. I was hitting the back button which would tell me to hit reload. Maybe that acted like another add reply.
I will try a different approach this time.
Forum: Space Empires: IV & V November 30th, 2001, 10:34 PM
Replies: 30
Views: 6,477
Posted By Jourin
Re: Your History With SEIV

I started with Civ I as my first computer game, then CivII. I then tried other like games, but very disappointed. I then found MOOII. In the discussion they mentioned SEIII as a great game. I...
Forum: Space Empires: IV & V November 30th, 2001, 09:26 PM
Replies: 30
Views: 6,477
Posted By Jourin
Re: Your History With SEIV

I started with Civ I as my first computer game, then CivII. I then tried other like games, but very disappointed. I then found MOOII. In the discussion they mentioned SEIII as a great game. I...
Forum: Space Empires: IV & V November 30th, 2001, 09:21 PM
Replies: 30
Views: 6,477
Posted By Jourin
Re: Your History With SEIV

I started with Civ I as my first computer game, then CivII. I then tried other like games, but very disappointed. I then found MOOII. In the discussion they mentioned SEIII as a great game. I...
Forum: Space Empires: IV & V November 30th, 2001, 07:13 PM
Replies: 3
Views: 1,659
Posted By Jourin
Culture Mod

Val wrote
-----------------
Liked your cultures mod a lot! I was working on something similar for our Babylon 5 Mod, but yours is quite a bit more balanced. Would you mind if we included your...
Forum: Space Empires: IV & V November 30th, 2001, 07:08 PM
Replies: 21
Views: 4,524
Posted By Jourin
Re: Better AI Idea - modders please read

Thanks,

My test environment was a custom map where I paired the AIs together. The AIs, I used where Earh Alliance (me/AI) - XiChung (AI/me), Orks - Norak, Jraenar - Colonials, Krill - Sergetti,...
Forum: Space Empires: IV & V November 30th, 2001, 07:06 PM
Replies: 21
Views: 4,524
Posted By Jourin
Re: Better AI Idea - modders please read

Thanks,

My test environment was a custom map where I paired the AIs together. The AIs, I used where Earh Alliance (me/AI) - XiChung (AI/me), Orks - Norak, Jraenar - Colonials, Krill - Sergetti,...
Forum: Space Empires: IV & V November 28th, 2001, 09:21 PM
Replies: 21
Views: 4,524
Posted By Jourin
Re: Better AI Idea - modders please read

This past weekend I ran a series of 5 test games with 10 AIs (I sometimes took control). I changed the minimum number of mine sweepers to 6 in all the AI scripts. Prior to an attack, the AI built 6...
Forum: Space Empires: IV & V November 28th, 2001, 09:18 PM
Replies: 21
Views: 4,524
Posted By Jourin
Re: Better AI Idea - modders please read

This past weekend I ran a series of 5 test games with 10 AIs (I sometimes took control). I changed the minimum number of mine sweepers to 6 in all the AI scripts. Prior to an attack, the AI built 6...
Forum: Space Empires: IV & V November 21st, 2001, 10:59 PM
Replies: 21
Views: 4,524
Posted By Jourin
Re: Better AI Idea - modders please read

Master Belisarius,

Thanks for the feedback on the states. Does anyone know the rules why an AI would go into each state? Maybe we could ask MM to publish the rules.

Since the Last patch I...
Forum: Space Empires: IV & V November 21st, 2001, 07:47 PM
Replies: 21
Views: 4,524
Posted By Jourin
Better AI Idea - modders please read

Recent game I was attacked by the XiChung. I was defending warp point with only mines, but had 100+ on the warp point (If you have 99 and then lay the mines from 1 ship it is possible to get more...
Forum: Space Empires: IV & V November 21st, 2001, 01:14 AM
Replies: 145
Views: 16,788
Posted By Jourin
Re: TDM-ModPack 2.00 BETA

Tampa, I understand. I was just trying to provide balance by correcting the inbalances in the original Culture.txt
Forum: Space Empires: IV & V November 20th, 2001, 11:02 PM
Replies: 8
Views: 1,949
Posted By Jourin
Re: More than 20 ?

If it is easy, let him do it. I would probably still play with less then 20 anyways so I would not care and it would make other people happy. But only if it is easy. I would rather have Arron...
Forum: Space Empires: IV & V November 20th, 2001, 10:58 PM
Replies: 5
Views: 1,681
Posted By Jourin
Re: Atmospheric ConVersion Facilities

Does it take 20 turns or two years. For the facilities that take years, I think the counter starts in .0 of that year. Meaning if you complete the facility in .1 it does not start working until the...
Forum: Space Empires: IV & V November 20th, 2001, 12:35 AM
Replies: 8
Views: 1,949
Posted By Jourin
Re: More than 20 ?

20 is more then enough for me. I like to play with 10 AI races (mod pack), and 5 neutrals. When I play with 20 15/5, the quandrant just gets too crowded. If AIs are close they just fight each...
Forum: Space Empires: IV & V November 19th, 2001, 06:12 PM
Replies: 5
Views: 1,783
Posted By Jourin
Re: question for ai modders

The AI builds according to the spaces per 1. I use the external missile mod for components, but felt only 1 could be justified per ship, so I added the only 1 per vehicle restrictiion - worked good...
Forum: Space Empires: IV & V November 19th, 2001, 05:50 PM
Replies: 145
Views: 16,788
Posted By Jourin
Re: TDM-ModPack 2.00 BETA

Tampa,

Please consider my culture mod for the mod pack. With culture values working properly, they can now have an impact.

The cultural values where not balanced. I weighted the values...
Forum: Space Empires: IV & V November 16th, 2001, 05:44 PM
Replies: 6
Views: 1,523
Posted By Jourin
Re: making \"one-shot\" components

I play with a modded component called External Mount Missiles inspired from the Honor series by David Webber. I took this component from DavesMod or Delmod. The reload rate is 30 so it can only...
Showing results 26 to 50 of 121

 
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