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Search: Posts Made By: Urendi Maleldil
Forum: SEIV June 10th, 2008, 07:41 AM
Replies: 57
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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