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Showing results 26 to 50 of 123
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Posts Made By:
clark
Forum:
Space Empires: IV & V
June 21st, 2004, 05:25 PM
Replies:
248
Space Food Empires!
Views:
33,451
Posted By
clark
Re: Space Food Empires!
The religious trait can be the "Vegan" trait. http://forum.shrapnelgames.com/images/icons/tongue.gif
Hey Narf, how about this: #3. "You're such a Fruit."
Or...
"An apple a day keeps the...
Forum:
Space Empires: IV & V
June 17th, 2004, 10:16 PM
Replies:
42
[OT] Short sci-fi story: The Lifeboat
Views:
7,857
Posted By
clark
Re: [OT] Short sci-fi story: The Lifeboat
I think I remember (???) that even if a small population of humans survived a major catastrophe (i think like 10 people) that 80-90% of the genetic diversity can still be maintained.
We still...
Forum:
Space Empires: IV & V
June 17th, 2004, 08:55 PM
Replies:
12
Adv. Modding Question
Views:
2,224
Posted By
clark
Re: Adv. Modding Question
Can you mod it so the base can't warp?
Can you give a negative number for engines?
Forum:
Space Empires: IV & V
June 17th, 2004, 06:38 PM
Replies:
42
[OT] Short sci-fi story: The Lifeboat
Views:
7,857
Posted By
clark
Re: [OT] Short sci-fi story: The Lifeboat
Inbreeding (not that I am advocating it) is not a problem in and of itself, it only increases the chances of negative double recceive gene expressing itself. You end up with higher instances of...
Forum:
Space Empires: IV & V
June 17th, 2004, 05:41 PM
Replies:
42
[OT] Short sci-fi story: The Lifeboat
Views:
7,857
Posted By
clark
Re: [OT] Short sci-fi story: The Lifeboat
Where there is a bull, there is usually bullsh... http://forum.shrapnelgames.com/images/icons/shock.gif
Forum:
Space Empires: IV & V
June 17th, 2004, 04:03 PM
Replies:
42
[OT] Short sci-fi story: The Lifeboat
Views:
7,857
Posted By
clark
Re: [OT] Short sci-fi story: The Lifeboat
Not very knowledgeable myself, but it would seem that there might be some things we could digest and process, and some things we couldn't. It really could go either way (think peanut allergies- they...
Forum:
Space Empires: IV & V
June 14th, 2004, 09:11 PM
Replies:
45
SE5 progress
Views:
7,013
Posted By
clark
Re: SE5 progress
Maybe this will catch an eye... or two. (or not, then please, please, ignore me, but for the love of god, don't tell me, I don't think I can take it!)
Diplomacy. Nothing too fancy, just a bit more...
Forum:
Space Empires: IV & V
June 14th, 2004, 08:34 PM
Replies:
41
Cursed Talisman
Views:
5,037
Posted By
clark
Re: Cursed Talisman
Just to clarify, I wasn't suggesting that all of the ideas be implemented at the same time, but some of them alone, or together, in different combinations might allow for a "re-balance" since the...
Forum:
Space Empires: IV & V
June 12th, 2004, 11:46 PM
Replies:
41
Cursed Talisman
Views:
5,037
Posted By
clark
Re: Cursed Talisman
Some ideas...
Make the talisman bigger so it only fits on larger ships.
Make it cost the equivilant of stellar comps, making it take longer to build the darn things.
Cause it to give a...
Forum:
Space Empires: IV & V
June 10th, 2004, 04:19 PM
Replies:
19
Never ending PBW games because of Stellar manip
Views:
3,102
Posted By
clark
Re: Never ending PBW games because of Stellar manip
<font size="2" face="sans-serif, arial, verdana">So here is an interesting (at least to me) thought, what if the system didn't have a space port, would it still take resources away? Or is it like...
Forum:
Space Empires: IV & V
June 10th, 2004, 03:46 PM
Replies:
21
Aaron Hall Spotted on SE4 Yahoo Group
Views:
4,265
Posted By
clark
Re: Aaron Hall Spotted on SE4 Yahoo Group
It seemed, specifically, that elements of Research and Intel from SEIII will be incorporated into SEV. So there might not be a limit on the number of intel projects you can do, and you would be able...
Forum:
Space Empires: IV & V
June 9th, 2004, 10:34 PM
Replies:
19
Never ending PBW games because of Stellar manip
Views:
3,102
Posted By
clark
Re: Never ending PBW games because of Stellar manip
What about modding the system shield to reduce system happiness, system intel, research, organics, rads, minerals, and if possible, production.
You'll have to think long and hard about using one...
Forum:
Space Empires: IV & V
June 9th, 2004, 10:20 PM
Replies:
629
Rise of the Remorhaz Society
Views:
184,509
Posted By
clark
Re: Rise of the Remorhaz Society
But how many star systems are there? Shape?
Forum:
Space Empires: IV & V
June 9th, 2004, 09:59 PM
Replies:
629
Rise of the Remorhaz Society
Views:
184,509
Posted By
clark
Re: Rise of the Remorhaz Society
I tried, The Trillian Empire. Got to the first warp point and I just couldn't keep it together.
I played for a few turns beyond that (well, several dozen turns, and my empire did not fare well in...
Forum:
Space Empires: IV & V
June 9th, 2004, 08:57 PM
Replies:
629
Rise of the Remorhaz Society
Views:
184,509
Posted By
clark
Re: Rise of the Remorhaz Society
Sachmo,
You are in the drivers seat, and really, my suggestion isn't born out of a great love for Sakazawa per se, just a general idea related to possible plot points. ...
Forum:
Space Empires: IV & V
June 9th, 2004, 04:29 PM
Replies:
13
Empire setup and specialization
Views:
2,771
Posted By
clark
Re: Empire setup and specialization
Might have to readjust the cultural modifiers... free bonuses afterall.
Forum:
Space Empires: IV & V
June 9th, 2004, 03:52 PM
Replies:
629
Rise of the Remorhaz Society
Views:
184,509
Posted By
clark
Re: Rise of the Remorhaz Society
You know, just because a ship explodes into fiery debris, doesn't mean that the Hero dies...
They do have space suits after all. They might have a benevolent god that sees fit that the unlikely is...
Forum:
Space Empires: IV & V
June 4th, 2004, 07:26 PM
Replies:
4
Warppoints
Views:
1,951
Posted By
clark
Re: Warppoints
Can you close a warp point that is connected to a system with a system gravitional shield? So, one point is in a protected system, the other is in a non-protected system...
Forum:
Space Empires: IV & V
June 3rd, 2004, 09:05 PM
Replies:
8
Blockades
Views:
2,825
Posted By
clark
Re: Blockades
Does blockcading the planet with a spaceport effectively block the rest of the planets in the system?
Forum:
SEIV
May 4th, 2004, 09:56 PM
Replies:
2,397
Sticky:
SE5, Tell Aaron what's on your Wish List
Views:
438,719
Posted By
clark
Re: SE5, Tell Aaron what\'s on your Wish List
Thanks. I guess i imagined that the computer could calculate success by the number of wins in a battle (determined by the kill ratio). so as an example, say it fields 10 combat ships, and is...
Forum:
Space Empires: IV & V
May 4th, 2004, 09:50 PM
Replies:
7
Amount of AI's in a Game
Views:
2,038
Posted By
clark
Re: Amount of AI\'s in a Game
Where is this Event? Is there any way to make it happen more often? I have never seen a riot lead to a break-away Empire, so I am interested if there is way to soupe-up this event.
Forum:
Space Empires: IV & V
May 4th, 2004, 09:36 PM
Replies:
7
Amount of AI's in a Game
Views:
2,038
Posted By
clark
Re: Amount of AI\'s in a Game
I wonder if this could be made into an "Event".
Nothing like a little civil war to spice things up. http://forum.shrapnelgames.com/images/icons/icon10.gif
Forum:
Space Empires: IV & V
May 4th, 2004, 09:27 PM
Replies:
7
Amount of AI's in a Game
Views:
2,038
Posted By
clark
Re: Amount of AI\'s in a Game
Two questions,
Under what circumstances does an empire rebel or split up?
Where is this controlled in the data files?
I have never seen something like this. ...
Forum:
SEIV
May 4th, 2004, 08:06 PM
Replies:
2,397
Sticky:
SE5, Tell Aaron what's on your Wish List
Views:
438,719
Posted By
clark
Re: SE5, Tell Aaron what\'s on your Wish List
Regarding the AI... not sure if this has been suggested, but here is the concept:
An AI that "remembers". Basically, as a game develops, statistics are generated. These statistics are stored in a...
Forum:
Space Empires: IV & V
March 17th, 2004, 07:10 PM
Replies:
17
Does "Change Bad Intelligence Chance - System" now really work with the new patch?
Views:
4,106
Posted By
clark
Re: Does "Change Bad Intelligence Chance - System" now really work with the new patch?
Nevermind...my goof
[ March 17, 2004, 17:12: Message edited by: clark ]
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