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Search: Posts Made By: shinigami
Forum: SEV Modders Knowledge Base December 23rd, 2006, 10:39 PM
Replies: 10
Views: 16,442
Posted By shinigami
Re: Vehicle sizes

While that's not really a bad idea, it is a bit of a heavy handed solution and the rigid ship classes may turn some players off.

I like a solution of separating strategic and combat speed. By...
Forum: Space Empires: IV & V December 23rd, 2006, 08:53 AM
Replies: 529
Views: 43,613
Posted By shinigami
Re: OT: Movies You Have Seen Lately

I have to agree, this was a good flick. If you enjoyed the first two I think you'll like this one.
Forum: Space Empires: IV & V December 22nd, 2006, 09:33 AM
Replies: 62
Views: 6,197
Posted By shinigami
Re: PBW supports v1.20

They may be using TNZ's flag mod.

Link (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=465149&page=0&view=collapsed&sb=5&o=&fpart=1)


It sounds like the host machine is...
Forum: Space Empires: IV & V December 16th, 2006, 11:46 AM
Replies: 1,561
Views: 312,949
Posted By shinigami
Re: Balance Mod Available for SE:V

Reading another thread about making individual ships more distinctive I got an idea about one way to achieve it, combat speeds. Making smaller ships faster in combat and larger ships slower...
Forum: Space Empires: IV & V December 16th, 2006, 08:25 AM
Replies: 1,561
Views: 312,949
Posted By shinigami
Re: Balance Mod Available for SE:V

Massive Ship Mount
Number Of Abilities := 4

Typo?
Forum: Space Empires: IV & V December 13th, 2006, 03:00 AM
Replies: 61
Views: 8,078
Posted By shinigami
Re: SE V: Unique Abilities And Ideas

The magic line in VehicleSizes.txt is Space Combat Maximum Speed Per Movement Point. In stock ships have a value of 0.001 and fighters have a value of 0.002. Playing with these values could easily...
Forum: Space Empires: IV & V December 11th, 2006, 08:22 AM
Replies: 1,561
Views: 312,949
Posted By shinigami
Re: Balance Mod Update

Working fine here.
Forum: SEV Modders Knowledge Base December 8th, 2006, 08:18 AM
Replies: 29
Views: 35,394
Posted By shinigami
Re: Component-dependant engines

Yeah, but if MM wants to make the game really mod friendly (more so than it already is http://forum.shrapnelgames.com/images/smilies/happy.gif ) why not take it all the way and come up with a method...
Forum: Space Empires: IV & V December 8th, 2006, 02:55 AM
Replies: 61
Views: 4,947
Posted By shinigami
Re: Modding challenge Part 2!

Unfortunately, no. I tried it and the game won't allow custom weapon types.

Edit: Please ignore the moron who made this post. Apparently he has forgotten how to read and missed the word...
Forum: SEV Modders Knowledge Base December 8th, 2006, 02:08 AM
Replies: 29
Views: 35,394
Posted By shinigami
Re: Component-dependant engines

Quite true, Fyron, it does put a limit on the component of one per ship unless the modder plans things out very carefully.

Also, I've done some testing and have only been able to get the...
Forum: SEV Modders Knowledge Base December 8th, 2006, 12:37 AM
Replies: 29
Views: 35,394
Posted By shinigami
Re: Component-dependant engines

I was thinking more along the lines of odd requirements where the modder would need to use a dummy ability in order to make his concept work, same as the "Palace" ability was used for SEIV mods.
Forum: SEV Modders Knowledge Base December 8th, 2006, 12:30 AM
Replies: 29
Views: 35,394
Posted By shinigami
Re: Component-dependant engines

I didn't catch it earlier but Phoenix-D's posting of how SJ used the "Get_Design_Ability_Total" function is a great workaround to not being able to add our own ability types. Using it you can make...
Forum: SEV Modders Knowledge Base December 7th, 2006, 11:39 PM
Replies: 29
Views: 35,394
Posted By shinigami
Re: Component-dependant engines

When I try to use "Test" as an ability on a component I get an "Unknown Value" error.

I don't think I'm following what you're saying, CK.
Forum: SEV Modders Knowledge Base December 7th, 2006, 09:54 PM
Replies: 29
Views: 35,394
Posted By shinigami
Re: Component-dependant engines

Something like that would really open up our modding options and eliminate the need for the AI tags.

I was thinking about something like this:
<font class="small">Code:</font><hr /><pre>Ability...
Forum: Space Empires: IV & V December 3rd, 2006, 01:57 AM
Replies: 1,561
Views: 312,949
Posted By shinigami
Re: Balance Mod

Mod's coming along nicely, CK! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Quick question, you added the Override_InvConfiguration_Slots.txt file, did you intend to use it?
Forum: SEV Modders Knowledge Base December 3rd, 2006, 12:14 AM
Replies: 1
Views: 4,167
Posted By shinigami
Re: ShipExperience.txt Knowledge Base

As of this time, you can not use a tech level to modify an ability in this file.

In other words:
<font class="small">Code:</font><hr /><pre>Crew Level 1 Ability 1 Amount 1 Formula := 10 +...
Forum: Space Empires: IV & V December 3rd, 2006, 12:03 AM
Replies: 7
Views: 1,615
Posted By shinigami
Re: Max level for Spaceyards?

Something is not right with your testing then because they will go up to level 100 without a problem.

Are you starting a new game for each test?
Forum: Space Empires: IV & V November 30th, 2006, 06:31 PM
Replies: 63
Views: 7,119
Posted By shinigami
Re: Whats so bad about the UI????

Now that I've gotten used to it, the UI isn't that bad.

The one main complaint I do have, however, is the ship design UI, it is much too tedious and I miss the simplicity of SEIV.
Forum: Space Empires: IV & V November 28th, 2006, 10:45 AM
Replies: 26
Views: 2,668
Posted By shinigami
Re: PBW now supporting SE5.

Um, since the game pulls the mod data from the save, why would there need to be a command line option for it? My mod saves have always loaded fine without having to pick the mod first.
Forum: Space Empires: IV & V November 19th, 2006, 10:09 PM
Replies: 15
Views: 1,810
Posted By shinigami
Re: OT: Useless Purchases

Not if they can hear you! http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Forum: SEV Modders Knowledge Base November 16th, 2006, 05:21 PM
Replies: 7
Views: 4,252
Posted By shinigami
Re: New Forum

So, did you guys see the game last night? http://forum.shrapnelgames.com/images/smilies/tongue.gif

Congrats to you both!
Forum: Space Empires: IV & V November 16th, 2006, 04:18 PM
Replies: 17
Views: 3,588
Posted By shinigami
Re: .x Model file question..

Just tested. Neither directx nor the game engine mind if you use two separate objects in an .x file so, by extension, you should be able to use more.

I'll check on multiple tex maps and post again...
Forum: Space Empires: IV & V November 16th, 2006, 09:31 AM
Replies: 1,561
Views: 312,949
Posted By shinigami
Re: Colony Types

CK, you've done a great job with this mod but.... http://forum.shrapnelgames.com/images/smilies/happy.gif

I think you've missed a minor balance issue, ship slots. The number of ship slots varies...
Forum: Space Empires: IV & V November 14th, 2006, 10:06 AM
Replies: 92
Views: 10,222
Posted By shinigami
Re: Golden Eclipse BETA

That still seems high. You didn't accidently include the stock images, did you?
Forum: SEV Modders Knowledge Base November 14th, 2006, 03:54 AM
Replies: 13
Views: 18,062
Posted By shinigami
Re: Shipset designing, Tips, Tricks, and Issues

Engine Glows and Weapon Flares

Getting the engine glows and weapon flares placed on your model can be extremely frustrating. Hopefully this will make it a little bit easier for you.

Assuming...
Showing results 51 to 75 of 117

 
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