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Search: Posts Made By: Repo Man
Forum: Space Empires: IV & V October 18th, 2001, 06:51 PM
Replies: 42
Views: 8,388
Posted By Repo Man
Re: Discussion on 4X games.

One of the best ground combat models which would work great for the SE series is the old Pacific War model by Gary Grisby. This classic was released in 1993 or so, and is now free for downloading at...
Forum: Space Empires: IV & V October 17th, 2001, 11:33 PM
Replies: 42
Views: 8,388
Posted By Repo Man
Re: Discussion on 4X games.

Ascendancy, now that was a an example of game with great ideas produced by people who don't play their own games. It had one of the worst bugs ever. Ships used rather large amounts of fuel in battle,...
Forum: Space Empires: IV & V October 17th, 2001, 09:58 PM
Replies: 24
Views: 4,723
Posted By Repo Man
Re: Anyone up to making a B5 tech mod?

I meant if slow tech was still too fast.
Forum: Space Empires: IV & V October 17th, 2001, 09:34 PM
Replies: 24
Views: 4,723
Posted By Repo Man
Re: Anyone up to making a B5 tech mod?

I fall into the slow tech group.

The simplest way I found to slow down tech is to reduce the rate of research. There are only three facilites to modify, as opposed to countless techs.
Forum: Space Empires: IV & V October 16th, 2001, 06:59 PM
Replies: 13
Views: 4,134
Posted By Repo Man
Re: Toning down the resources requirements.

I've toyed with changing mineral requirements now and then.

Regarding the 25% maint. cost, I find thats a little high, since the cost is per turn, and each turn is 1/10 of a year. That translates...
Forum: Space Empires: IV & V October 16th, 2001, 06:52 PM
Replies: 13
Views: 4,134
Posted By Repo Man
Re: Toning down the resources requirements.

>>Mothballed ships are hardcoded for no maintenance.

Figured as much. Oh well.

>>Sure, you store minerals, but at a hefty >>price: scrapping is not typically >>efficient, and even with the...
Forum: Space Empires: IV & V October 16th, 2001, 06:49 PM
Replies: 42
Views: 8,388
Posted By Repo Man
Re: Discussion on 4X games.

The Best 4X games, IMHO

Reach for the Stars, orignal Version. Huge black hole for time and a decent eco system given the age of the game.

MOO, the original Version. (of course). Had all the...
Forum: Space Empires: IV & V October 16th, 2001, 02:50 AM
Replies: 13
Views: 4,134
Posted By Repo Man
Re: Toning down the resources requirements.

While we are on the subject of maintenance, is there any way to give mothballed ships a small maintenance cost?

Without it, it seems like its a very easy way to store minerals; just build em,...
Forum: Space Empires: IV & V December 28th, 2000, 08:12 PM
Replies: 21
Views: 5,095
Posted By Repo Man
Re: Diplomacy woes...again...1.19

Now this is a topic close to my greedy repo heart http://www.shrapnelgames.com/ubb/images/icons/icon7.gif,limited wars. My favorite, and perhaps the best grand strategy game ever designed is Empire...
Forum: Space Empires: IV & V December 14th, 2000, 12:51 AM
Replies: 16
Views: 4,612
Posted By Repo Man
Re: MOO3

Well, maybe I was being a little harsh with MOO II. MOO I was a great game, the kind that keeps you up to 4:00 a.m..

MOO II was missing something. It was kind of like chinese food. It had all the...
Forum: Space Empires: IV & V December 13th, 2000, 11:13 PM
Replies: 158
Views: 33,302
Posted By Repo Man
Re: Up to date beta patch info..

Don't ya'll think that the release will make the game that much better? Essentially, the game is going through a *huge* beta test right now via the gum chewing public.

I wonder how many people...
Forum: Space Empires: IV & V December 13th, 2000, 11:04 PM
Replies: 16
Views: 4,612
Posted By Repo Man
Re: MOO3

I have my doubts about Moo III. Moo two held my attention for two weeks. I found Stars! while waiting for Moo II to come out. Stars! has been installed for about 5 years now while I doubt if I could...
Forum: Space Empires: IV & V December 13th, 2000, 10:58 PM
Replies: 9
Views: 2,606
Posted By Repo Man
Re: One thing I think might REALLY help the AI...

I had the same observations. I was getting bored so I decided to take over manual control of a neutral empire which was being attacked by the number 2 empire. My "real" empire gave the neutral...
Forum: Space Empires: IV & V December 5th, 2000, 05:41 AM
Replies: 4
Views: 2,000
Posted By Repo Man
Re: Ship Engines/Size

I tried playing with the engines too, with some interesting results.

My first attempt was to increase the size of low tech engines. This causes the AI to bug out and the game hangs.

My next...
Forum: Space Empires: IV & V December 5th, 2000, 05:36 AM
Replies: 13
Views: 3,646
Posted By Repo Man
Re: AI Anger Data File

I am probably the only one who tried this, but I reduced the research by a factor of 10 for one game. The effects are rather interesting, I felt there was a whole world of technology out there, and I...
Forum: Space Empires: IV & V December 5th, 2000, 05:31 AM
Replies: 6
Views: 2,197
Posted By Repo Man
Re: I\'m not getting the research points I think I should be....

Hmm, in my game, I was getting zero intel points. I quit the game and reloaded, and the numbers worked.

For research points, I have plenty to spare and not a spaceport in sight on my research...
Forum: Space Empires: IV & V December 3rd, 2000, 02:21 AM
Replies: 13
Views: 3,646
Posted By Repo Man
Re: AI Anger Data File

I'm not sure what the units are for the anger file, but I changed it to -1. AI got really angry in a matter of turns. -2 seems to make them gradually drop, but they do recover. My main problem right...
Forum: Space Empires: IV & V November 10th, 2000, 02:49 AM
Replies: 73
Views: 15,397
Posted By Repo Man
Re: THE QUESTION of the 7th November...

Most people don’t realize how close some dialects of English are to German. For example, the Brooklyn dialect produces new words the exact same way the Germans do … lots of tiny little words all...
Forum: Space Empires: IV & V November 1st, 2000, 09:12 PM
Replies: 24
Views: 6,604
Posted By Repo Man
Re: A research question

Re: Splitting tech. It sounds like a good idea to split between an expensive item and a cheap item until you do the math. You get the expensive item in the exact same amount of time. By splitting...
Forum: Space Empires: IV & V November 1st, 2000, 09:06 PM
Replies: 8
Views: 2,540
Posted By Repo Man
Re: Quadrant Types vs Starting Planet Type

Nope, I’m just a poor repo guy doing his best with a great demo.

I too learned the hard way that the facilities and components cant be modified. However, the settings.txt file can. Just keep a...
Forum: Space Empires: IV & V November 1st, 2000, 05:59 PM
Replies: 11
Views: 3,922
Posted By Repo Man
Re: Mining an enemy planet

Then I guess the fix should be to make mines visible. This seems to be a pretty serious loophole.
Forum: Space Empires: IV & V November 1st, 2000, 06:05 AM
Replies: 10
Views: 3,332
Posted By Repo Man
Re: Will there be leaders/heroes??

Howdy right back at ya!

Simply add an option when creating a fleet as to whether or not to add a commander. When a fleet is intended for a long term grouping, a special commander could be added...
Forum: Space Empires: IV & V November 1st, 2000, 05:59 AM
Replies: 24
Views: 6,604
Posted By Repo Man
Re: A research question

True, as I recall, either MOO or MOO2 (or both) had such a system, as does Stars!. That other games use this system doesn’t change the underlying math … applying a portion of a specific amount of...
Forum: Space Empires: IV & V November 1st, 2000, 05:52 AM
Replies: 11
Views: 3,922
Posted By Repo Man
Re: Mining an enemy planet

Seems to me that mining an friendly AI should cause the AI to dislike you AND cause it to begin a minesweeping subroutine
Forum: Space Empires: IV & V November 1st, 2000, 05:50 AM
Replies: 8
Views: 2,540
Posted By Repo Man
Re: Quadrant Types vs Starting Planet Type

Gotta agree, those data files are helpful. I experimented with several tweaks in the settings file. You can modify the resource value of planets, the resource value of home planets, the innate...
Showing results 26 to 50 of 54

 
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