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Search: Posts Made By: Trachmyr
Forum: Space Empires: IV & V July 10th, 2001, 02:21 AM
Replies: 2
Views: 1,522
Posted By Trachmyr
Re: ATTN: Tampa_Gamer

Thanks...

I really appreciate it!
Forum: Space Empires: IV & V July 9th, 2001, 05:37 AM
Replies: 2
Views: 1,522
Posted By Trachmyr
ATTN: Tampa_Gamer

Hey, I would like to use a few of your sound files for a "Space Monster" mod I'm working on... it will require changing the file name though.

The ones I would like to use are:
deststrm --->...
Forum: Space Empires: IV & V July 9th, 2001, 05:26 AM
Replies: 145
Views: 19,140
Posted By Trachmyr
Re: Space Monsters!!!

Yep... just found that out, I got to make all new .emp files! great, and I thought I was almost done http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Oh, well... I guess I might as well...
Forum: Space Empires: IV & V July 9th, 2001, 04:36 AM
Replies: 3
Views: 1,930
Posted By Trachmyr
To Suicide Junkie

Hey I've almost finished with my space monsters mod, just got to test & tweak will waiting for permission to use the ship-set. Would you want me to make a varient for your P&N mod... I think it...
Forum: Space Empires: IV & V July 9th, 2001, 04:26 AM
Replies: 145
Views: 19,140
Posted By Trachmyr
Re: Space Monsters!!!

thanks for the feed-back...


It won't be that abusable... all of the monster tech is a racial trait (although a 0 point one), but to make sure the "monsters" only use stuff from this tech I have...
Forum: Space Empires: IV & V July 8th, 2001, 10:41 PM
Replies: 145
Views: 19,140
Posted By Trachmyr
Re: Space Monsters!!!

Anyone? opinions? I'm almost done (just need a few componet pics, and get permission to use the ship set), and I need to know what the seiv comunity would prefer... a completely "non-abusable" mod...
Forum: Space Empires: IV & V July 7th, 2001, 11:49 PM
Replies: 145
Views: 19,140
Posted By Trachmyr
Space Monsters!!!

Ok folks, I'm writing a mod for space monters... only need to finish the AI_const_vehicles, AI_DesignCreation, find componet/facility pics and get permission to use the Cephalopeia ship set.

But...
Forum: Space Empires: IV & V July 1st, 2001, 10:30 AM
Replies: 7
Views: 2,327
Posted By Trachmyr
Re: Population modifier idea -- penalty for low population

One BIG problem with using "negative" modifiers for low population: The modifiers for happiness and racial traits are cummalitive! That means if you have only a 10% production rate, and are...
Forum: Space Empires: IV & V June 20th, 2001, 11:40 PM
Replies: 22
Views: 4,672
Posted By Trachmyr
Re: Allegiance Subverters - annoying or what?

ATTENTION: Allegiance Subverters NOW work against Master Computers in patch 1.41! It is under the "Fixed" catagory, personally I always thought this was a feature. With out even considering the new...
Forum: Space Empires: IV & V June 19th, 2001, 01:21 AM
Replies: 14
Views: 2,486
Posted By Trachmyr
Re: Need help/ideas

I also suggest for the "Holy Protection" give it the ability to target missiles ONLY, also give it no sound and add a new beam graphic... one that is all black, thus the weapon will not display any...
Forum: Space Empires: IV & V June 19th, 2001, 12:24 AM
Replies: 11
Views: 2,962
Posted By Trachmyr
Re: Population needed to operate Facility

But why remove it? Why not just set it to 0 or 1M? It would give modders an additional tool.
Forum: Space Empires: IV & V June 14th, 2001, 11:56 PM
Replies: 7
Views: 1,490
Posted By Trachmyr
Re: Primitive mod: a bust

IIRC the Damage values and hit points for militia are changeable in settings.txt.
Forum: Space Empires: IV & V May 21st, 2001, 11:28 PM
Replies: 74
Views: 12,916
Posted By Trachmyr
Re: Modder brainstorming session

This is what I got so far in my mod:

There are 6 propulsion technologies:

Chemicle Rockets levels 1-3 at 20K each, Start level 1


Electrical-Based Propulsion levels 1-5 at 50k
Ion Drive...
Forum: Space Empires: IV & V May 19th, 2001, 10:56 PM
Replies: 74
Views: 12,916
Posted By Trachmyr
Re: Modder brainstorming session

I was under the impression that you wanted a tactical engine that operated like a normal engine, but gave combat speed as well (i.e., each had 1 movement + 1 combat, so if you mount 6 you get 6...
Forum: Space Empires: IV & V May 19th, 2001, 02:08 AM
Replies: 74
Views: 12,916
Posted By Trachmyr
Re: Modder brainstorming session

well the solar sail itself uses "1", all others are open... I would GUESS that you could go up to 255.

But you still got a problem with the engines, you make it an either or propositon... you...
Forum: Space Empires: IV & V May 19th, 2001, 01:27 AM
Replies: 11
Views: 4,842
Posted By Trachmyr
Re: SEIV and winME

I never had any problems with SE4 on WinMe.
Forum: Space Empires: IV & V May 19th, 2001, 01:20 AM
Replies: 3
Views: 1,568
Posted By Trachmyr
Re: SE IV compatible with win ME

Well, I dunno about others... but I've been running SE4 on ME since I got the game w/o any problems.
Forum: Space Empires: IV & V May 19th, 2001, 01:04 AM
Replies: 13
Views: 3,038
Posted By Trachmyr
Re: I do not know whats more adictive

Absoulutely I spend more time modding than playing... infact if the game weren't moddable, I doubt we'd all still be here (at this forum), we'd be playing something else!

What I wonder, is if SE4...
Forum: Space Empires: IV & V May 19th, 2001, 01:00 AM
Replies: 23
Views: 5,141
Posted By Trachmyr
Re: Do any of you actually name your ships?

No, but I've gotteninto the habit of using similar ship designs and always using the same name for each design. However I use a large number of classes, so a fleet will have a Command ship, several...
Forum: Space Empires: IV & V May 19th, 2001, 12:40 AM
Replies: 648
Views: 124,789
Posted By Trachmyr
Re: OT: How old are you ?

Oh, well guess I'll contribute...

26, Hotel Manager in the FL. Everglades,

Games: Strategy Games (SE4,MOO2,Civ2,SMACX,AOK,HOMM3,LotR2)

Not married, no-kids (thank goddess)

[This message...
Forum: Space Empires: IV & V May 19th, 2001, 12:31 AM
Replies: 52
Views: 10,239
Posted By Trachmyr
Re: What polarity can we reverse today?

I'm curious, has anyone seen the new show Andromeda... if so what do you think about it? Personally I like it quite a bit, it seems "up-to-date" on tech (although still sci-fi), armor not...
Forum: Space Empires: IV & V May 19th, 2001, 12:13 AM
Replies: 74
Views: 12,916
Posted By Trachmyr
Re: Modder brainstorming session

oh, one other thing... you don't have to lock yourself into using the ability given with solar-sails... just turn them into an engine, if you don't want the bonuses adding up the use the "one per...
Forum: Space Empires: IV & V May 18th, 2001, 11:58 PM
Replies: 74
Views: 12,916
Posted By Trachmyr
Re: Modder brainstorming session

Oh, about afterburners (Combat movement)... you got one big problem with them, only the higest value is used... they DON'T add together (unless this was changed in the Last patch, but I don't think...
Forum: Space Empires: IV & V May 18th, 2001, 11:52 PM
Replies: 74
Views: 12,916
Posted By Trachmyr
Re: Modder brainstorming session

Well, to hide from psychic sensors in my mod you need either a Spatial Cloaking device (only available to those with Spatial Mechanics) or a Psychic Shield (only available to Psycic tech... but CAN...
Forum: Space Empires: IV & V May 9th, 2001, 10:39 PM
Replies: 18
Views: 4,001
Posted By Trachmyr
Re: v1.35 bug/feature (concerns fighters mostly)

Just remember... you can always RAM fighters http://www.shrapnelgames.com/ubb/images/icons/icon10.gif, it always hits and is always lethal...
Showing results 26 to 50 of 289

 
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