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Showing results 476 to 500 of 500
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Posts Made By:
Raapys
Forum:
Space Empires: IV & V
October 28th, 2006, 10:48 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
I had one of my satellite layers under attack, and it dropped its two satellites; but they emptied from the cargo like they should. However, from what I remember those satellite layers were using the...
Forum:
Space Empires: IV & V
October 28th, 2006, 09:12 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
Ah, that's it then, because I had two requests, none of which systems I had actually found, but I have one ally who's spread all over the place.
Forum:
Space Empires: IV & V
October 28th, 2006, 08:41 PM
Replies:
3
Autoselect planet in sector?
Views:
1,626
Posted By
Raapys
Re: Autoselect planet in sector?
Yeah, I think planets should be selected by default when pressing on a planet hex with other ships there.
Forum:
Space Empires: IV & V
October 28th, 2006, 08:39 PM
Replies:
6
Idea: Drag select for unit placement
Views:
1,664
Posted By
Raapys
Re: Idea: Drag select for unit placement
I'd also like some sort of 'auto-circle-setup' button that automatically places all the satellites in the sector in a circle around the warp point.
Forum:
SEV Modders Knowledge Base
October 28th, 2006, 04:44 PM
Replies:
9
AI state changes
Views:
4,061
Posted By
Raapys
Re: AI state changes
The fog of war thing is really creating alot of Ai issues.
Forum:
Space Empires: IV & V
October 28th, 2006, 04:42 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Available for SE:V
Sorry Angle, I expressed myself poorly.
I have a Medium Freighter with a single Level 1 Space Yard component on it. That Space Yard component states that it constructs with 1,000 Minerals,...
Forum:
Space Empires: IV & V
October 28th, 2006, 04:26 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Available for SE:V
Hmm, where are you getting those numbers from?
The exact construction rate is currently 4913. Base construction rate of the mobile Space Yard is 1,000 at Level 1( it's 2000 for level 1 planetary...
Forum:
Space Empires: IV & V
October 28th, 2006, 03:39 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
I just had an AI demand I remove my ships from a system I've not yet heard of O_O
Also, somehow the AI managed to move half a dozen ships which had all their engines destroyed or rendered...
Forum:
SEV Modders Knowledge Base
October 28th, 2006, 03:13 PM
Replies:
9
AI state changes
Views:
4,061
Posted By
Raapys
Re: AI state changes
Do you actually know for certain that it's out of explorer state?
You could force a returnvalue TRUE and see if it makes any difference in the AI's behaviour, i.e. keeps him in explorer more, to...
Forum:
SEV Modders Knowledge Base
October 28th, 2006, 02:44 PM
Replies:
9
AI state changes
Views:
4,061
Posted By
Raapys
Re: AI state changes
It does end after the first if statement if the returnvalue is false, from what I can tell. Note the "if (retval) then".
From what I can see of the code, there doesn't appear to be anything...
Forum:
SEV Modders Knowledge Base
October 28th, 2006, 12:15 PM
Replies:
443
Modding SEV Thread Questions
Views:
104,955
Posted By
Raapys
Re: You\'re thoughts please!
<font class="small">Code:</font><hr /><pre>set gbl_ai_state_date_of_last_attack_state := sys_long_Game_Date</pre><hr />
Suppose sys_long_Game_Date is the current date, then? And...
Forum:
Space Empires: IV & V
October 28th, 2006, 10:51 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Available for SE:V
Unsure if this is because of the mod or a stock issue, but my Space Yard Ships all get 4,900 construction rate. That's with a Level 1 Space Yard( 1,000 construciton rate) and the +10% and +25%...
Forum:
Space Empires: IV & V
October 27th, 2006, 11:27 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
Oh, confusing *_* Then I guess it makes sense, thanks.
Forum:
Space Empires: IV & V
October 27th, 2006, 11:15 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
That's cause *gasp* stock intel projects only cost 1000-5000 points per project.
That wasn't my main concern, though. I was thinking, how did an empire with *at max* 7-8 intelligence facitilites...
Forum:
Space Empires: IV & V
October 27th, 2006, 11:00 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Available for SE:V
Not the plague thingy, I meant that Acid organic weapon thingy that had its range accidently set to 10-20.
Forum:
Space Empires: IV & V
October 27th, 2006, 10:27 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Available for SE:V
Neat! Did you fix that organic weapon by the way? I'll try a new game now.
Can't remember if this was there before, but each flag and ship style come up twice in the empire creation flag/style...
Forum:
Space Empires: IV & V
October 27th, 2006, 05:30 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
Hmm, that might be an idea...or even 50%?
Intelligence seem a bit messed up though. Enemies which have had at max 5'ish intelligence facilities have suddenly come up with 50k intelligence points...
Forum:
Space Empires: IV & V
October 27th, 2006, 04:44 PM
Replies:
175
1.08 bugs.
Views:
21,816
Posted By
Raapys
Re: 1.08 bugs.
I've had the enemy destroy my research projects several times, without it actually having *any* effect. They'd still finish right on time. Funny game.
Forum:
SEV Modders Knowledge Base
October 27th, 2006, 04:18 PM
Replies:
5
Which are the corresponding txt/csf files??
Views:
4,012
Posted By
Raapys
Re: Which are the corresponding txt/csf files??
Seem to remember reading somewhere there's going to be a release of a map editor as well as modding documentation.
Many of the settings are easy to figure out with a longer look, though. I'm sort...
Forum:
Space Empires: IV & V
October 27th, 2006, 03:56 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
313,957
Posted By
Raapys
Re: Balance Mod Available for SE:V
About the AI research Kwok, isn't it just a matter of, for instance, changing
<font class="small">Code:</font><hr /><pre>call lst_Armor_Wanted_Tech_Level.add(1)</pre><hr />
into
<font...
Forum:
SEV Modders Knowledge Base
October 27th, 2006, 03:48 PM
Replies:
5
Which are the corresponding txt/csf files??
Views:
4,012
Posted By
Raapys
Re: Which are the corresponding txt/csf files??
SE5\Utilities\ScriptParser\SE5EmpireScripts and SE5\Utilities\ScriptParser\SE5MainScripts
Forum:
Space Empires: IV & V
October 27th, 2006, 02:39 PM
Replies:
5
Planets: Showing last known owner?
Views:
1,827
Posted By
Raapys
Re: Planets: Showing last known owner?
That actually lead to huge AI and pathfinding problem. When out of sensor range, the computer has no idea what was there when he was in sensor range; even if it's the same turn. There should be some...
Forum:
Space Empires: IV & V
October 26th, 2006, 10:43 PM
Replies:
165
SEV Beta History starting V1.0
Views:
20,946
Posted By
Raapys
Re: SEV Beta History starting V1.0
Ground combat on a ship? That could have been a neat boarding feature.
Forum:
Space Empires: IV & V
October 26th, 2006, 09:53 PM
Replies:
13
SEV: Question: Attacker and Defender Columns...
Views:
3,671
Posted By
Raapys
Re: SEV: Question: Attacker and Defender Columns..
I noticed it by accident *_*
I'm not entirely sure what stops a battle, but 5'ish minutes seem to be the hard limit. If the fleeing force has more movement speed than the pursuing force then it'll...
Forum:
Space Empires: IV & V
October 26th, 2006, 09:09 PM
Replies:
13
SEV: Question: Attacker and Defender Columns...
Views:
3,671
Posted By
Raapys
Re: SEV: Question: Attacker and Defender Columns..
Actually, I was thinking about "Bombardment of planets is prohibited by our treaties."
Don't know about the ships, throw up a savegame if you bother and I can have a look at it.
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