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Showing results 26 to 50 of 500
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Posts Made By:
Urendi Maleldil
Forum:
SEIV
June 10th, 2008, 07:41 AM
Replies:
57
The Future of Space Empires IV
Views:
24,477
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
Appearance of SE4
Usability of SE3
Modability of SE5
Damage model of SE3
Neutrals of SE2
Research model of SE3
Forum:
SEIV
June 6th, 2008, 10:29 AM
Replies:
57
The Future of Space Empires IV
Views:
24,477
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
There's also no point in the map being 3d, since all the movement is 2d anyway. It just makes you have to rotate and zoom for no reason.
As for hexes, I would prefer linear movement to hexes or...
Forum:
SEIV
June 5th, 2008, 09:29 PM
Replies:
57
The Future of Space Empires IV
Views:
24,477
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
Forum:
SEIV
June 5th, 2008, 05:20 PM
Replies:
57
The Future of Space Empires IV
Views:
24,477
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
SE5 has serious usability problems. Not only that, but the eye candy that makes it so hard to use looks circa 1999.
Forum:
SEIV
May 31st, 2008, 02:54 AM
Replies:
57
The Future of Space Empires IV
Views:
24,477
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
Well, it includes parts of GritEcon, but does away with tech gridding (too many similar and redundant components). Since tech grids are exponential, it's considerably smaller. So I guess it's not the...
Forum:
SEIV
May 29th, 2008, 11:29 AM
Replies:
57
The Future of Space Empires IV
Views:
24,477
Posted By
Urendi Maleldil
Re: The Future of Space Empires IV
I agree. But the best way for Aaron to release the source code is to promote SE6, whenever it might come out. Or at least to sustain the modding community for SE5.
That said, I'm still working...
Forum:
SEIV
May 13th, 2008, 01:57 AM
Replies:
111
Attempting to improve the AI for Proportions 3.05
Views:
63,633
Posted By
Urendi Maleldil
Re: Attempting to improve the AI for Proportions 3
Sweet, SJ. Your Windowed SE4 Tool is great.
Forum:
SEIV
May 10th, 2008, 03:14 AM
Replies:
111
Attempting to improve the AI for Proportions 3.05
Views:
63,633
Posted By
Urendi Maleldil
Re: Attempting to improve the AI for Proportions 3
One thing that I have mentioned before however, is that the game reloads the AI script each turn. Therefore it would be possible to have an external program modify the AI files between turns, which...
Forum:
SEIV
April 8th, 2008, 04:59 PM
Replies:
18
Weapon adjustments
Views:
10,474
Posted By
Urendi Maleldil
Re: Weapon adjustments
Pulse Power?
SJ, in your weaponstats program, what do the different values mean?
Forum:
SEIV
April 2nd, 2008, 09:07 PM
Replies:
5
SE4 on a Mac
Views:
4,576
Posted By
Urendi Maleldil
Re: SE4 on a Mac
It is really working, but it's just a Mac running Parallels and SJ's Windowed SE4 tool.
http://imagemodserver.mine.nu/other/MM/SE4/Tools/zip/
Forum:
SEIV
March 1st, 2008, 12:20 PM
Replies:
10
Masters Mod 1.51 question
Views:
6,164
Posted By
Urendi Maleldil
Re: Masters Mod 1.51 question
Latest version of Masters Mod is 1.7. Here's the download link. (http://www.shrapnelcommunity.com/threads/download.php?Number=427020)
Forum:
SEIV
February 26th, 2008, 02:35 AM
Replies:
11
Thoughts and Opinions : Borg 2.0
Views:
6,859
Posted By
Urendi Maleldil
Re: Thoughts and Opinions : Borg 2.0
#1 looks the most interesting
Forum:
SEIV
February 26th, 2008, 02:05 AM
Replies:
121
Star Wars Mod
Views:
27,067
Posted By
Urendi Maleldil
Re: Star Wars Mod
Yeah, the AI has all kinds of silly quirks. There is a more adaptable solution, but it may take a bit of programming work:
The game loads and processes the AI text files every turn. That means any...
Forum:
SEIV
February 4th, 2008, 10:09 AM
Replies:
7
Advanced SE4 - Advanced Ships BETA
Views:
4,596
Posted By
Urendi Maleldil
Re: Advanced SE4 - Advanced Ships BETA
Yep, the only things altered so far are the ships and the quadrants. I haven't decided what to tackle next. It might be the tech tree, but I'm still dreading modding the AI research files, which will...
Forum:
SEIV
February 1st, 2008, 12:43 AM
Replies:
7
Advanced SE4 - Advanced Ships BETA
Views:
4,596
Posted By
Urendi Maleldil
Re: Advanced SE4 - Advanced Ships BETA
Yeah, I've kinda been working on this project off and on for a couple of years. Too long.
Forum:
SEIV
January 30th, 2008, 10:59 AM
Replies:
7
Advanced SE4 - Advanced Ships BETA
Views:
4,596
Posted By
Urendi Maleldil
Advanced SE4 - Advanced Ships BETA
http://www.kenvsthecity.com/archives/LogoAdvanced.jpg
This is the second BETA version of Advanced SE4, a mod project that aims to combine the best concepts from all other mods into one coherent...
Forum:
SEIV
January 25th, 2008, 11:37 PM
Replies:
4
What to research first when playing the AI?
Views:
4,634
Posted By
Urendi Maleldil
Re: What to research first when playing the AI?
Get to light cruiser quickly.
Research all colony techs as soon as you can (The AI usually waits to research those, so it gives you opportunity).
Try to get Phased - Polaron Beams quickly....
Forum:
SEIV
December 25th, 2007, 12:43 PM
Replies:
5
SE4 on a Mac
Views:
4,576
Posted By
Urendi Maleldil
SE4 on a Mac
Just a fun little Christmas non-hack.
http://www.shrapnelcommunity.com/threads/uploads/572775-se4onMac.png
Forum:
SEIV
December 18th, 2007, 12:23 AM
Replies:
9
Improving TDM AI´s
Views:
4,593
Posted By
Urendi Maleldil
Re: Improving TDM AI´s
There's also a mod that adds special AI only mounts that makes crystal and organic races crazy hard. I forgot what it's called.
Forum:
SEIV
November 21st, 2007, 12:05 AM
Replies:
9
Custom Weapon Issue
Views:
5,118
Posted By
Urendi Maleldil
Re: Custom Weapon Issue
The AI can do all sorts of crazy things. I created a race called the Cheaters a while back that uses AI tricks to do things like add 10 engines to a design, multiple space yard components, mine...
Forum:
Space Empires: IV & V
November 14th, 2007, 09:53 PM
Replies:
7
Dark Nova 4.27 for SEIV Question
Views:
4,706
Posted By
Urendi Maleldil
Re: Dark Nova 4.27 for SEIV Question
Have you looked at the reference info on the SE Wiki?
Racename_AI_DesignCreation.txt (http://wiki.spaceempires.net/index.php/Racename_AI_DesignCreation.txt_%28SEIV%29)
Forum:
SEIV
November 14th, 2007, 01:37 PM
Replies:
12
Advanced Quadrants BETA
Views:
6,803
Posted By
Urendi Maleldil
Re: Advanced Quadrants BETA
Fixed. Anyone been able to try it out yet?
Forum:
SEIV
November 11th, 2007, 06:17 PM
Replies:
12
Advanced Quadrants BETA
Views:
6,803
Posted By
Urendi Maleldil
Re: Advanced Quadrants BETA
Ok, I think I've cleaned them all out. Those "." files are Mac hidden files. I just didn't notice them when I created the zip archive.
I intend to include all the images in one package when the...
Forum:
SEIV
November 11th, 2007, 03:42 PM
Replies:
12
Advanced Quadrants BETA
Views:
6,803
Posted By
Urendi Maleldil
Advanced Quadrants BETA
Advanced Quadrants BETA
This is the first component of the Space Empires IV Advanced mod. I've integrated FQM, Kwok's Galaxy Mod, and Krsqk's System Mod with some new planets and customized...
Forum:
SEIV Scenarios and Mods
November 11th, 2007, 03:39 PM
Replies:
401
Sticky:
Space Empires IV: Data/Sound/Graphic
Views:
105,061
Posted By
Urendi Maleldil
Re: Space Empires IV: Data/Sound/Graphic
Advanced Quadrants BETA
This is the first component of the Space Empires IV Advanced mod. I've integrated FQM, Kwok's Galaxy Mod, and Krsqk's System Mod with some new planets and customized...
Showing results 26 to 50 of 500
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