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Showing results 51 to 75 of 75
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Posts Made By:
taterbill
Forum:
Space Empires: IV & V
March 1st, 2001, 06:32 AM
Replies:
6
The SE4 Dance Project
Views:
2,538
Posted By
taterbill
Re: The SE4 Dance Project
Holy Cow! Somebody has way too much time on his hands! But seriously, the guy is a stud Flash developer! I'm impressed. And very amused.
Forum:
Space Empires: IV & V
February 28th, 2001, 12:04 AM
Replies:
7
too many ships... ugh
Views:
2,087
Posted By
taterbill
Re: too many ships... ugh
Use trade. I sometimes find that I have radioactives and organics out the wazoo but no minerals. Obviously, I pull out all the stops to find good mineral planets and exploit them, but in the...
Forum:
Space Empires: IV & V
February 27th, 2001, 01:26 AM
Replies:
5
Ships/Units Window Question
Views:
1,827
Posted By
taterbill
Re: Ships/Units Window Question
You can click on the ship type column heading to sort by type. That way, you can make sure you have moved all your colony ships, transport ships, etc.
For that reason, I always create a ship type...
Forum:
Space Empires: IV & V
February 21st, 2001, 01:39 AM
Replies:
3
AI actually intelligent!! Thanx to modders
Views:
1,685
Posted By
taterbill
Re: AI actually intelligent!! Thanx to modders
Seawolf-
Do you work for MM or Shrapnel, or are you a Beta tester?
Just trying to keep all the players straight...
[This message has been edited by taterbill (edited 20 February 2001).]
Forum:
Space Empires: IV & V
February 19th, 2001, 10:42 PM
Replies:
34
New Patch Info Thread
Views:
7,268
Posted By
taterbill
Re: New Patch Info Thread
drool....
Forum:
Space Empires: IV & V
February 16th, 2001, 07:58 AM
Replies:
27
Tech Levels in Excell Spreadsheet format...
Views:
6,257
Posted By
taterbill
Re: Tech Levels in Excell Spreadsheet format...
I have updated WhiteHojo's most excellent spreadsheet, changing the worksheet name and all related hyperlinks as he suggested. I also added three buttons to sort the techs by various criteria.
...
Forum:
Space Empires: IV & V
February 16th, 2001, 12:54 AM
Replies:
24
AI Mod Pack 1.50 Posted
Views:
6,125
Posted By
taterbill
Re: AI Mod Pack 1.50 Posted
Tampa_Gamer,
No, I did not add EA.
Galaxy was large mid-life, all connected.
I (Humans) was slot #1.
Don't remember the order of the others. I could tell you the order they are in now in the...
Forum:
Space Empires: IV & V
February 15th, 2001, 08:00 PM
Replies:
24
AI Mod Pack 1.50 Posted
Views:
6,125
Posted By
taterbill
Re: AI Mod Pack 1.50 Posted
Tampa et. al.,
I installed Mod Pack 1.50 Last night. I started a game of Neutral Challange (see that thread) and got stuck in a corner, so restarted. On the retsart, I got a Range Check Error. ...
Forum:
Space Empires: IV & V
February 15th, 2001, 12:18 AM
Replies:
43
The neutral challenge
Views:
5,649
Posted By
taterbill
Re: The neutral challenge
Also, I agree that turning off neutrals in an N.C. game is probably a good idea.
Finding a neutral next door and either fighting a war or building an alliance with a similarly handicapped neighbor...
Forum:
Space Empires: IV & V
February 14th, 2001, 11:53 PM
Replies:
24
AI Mod Pack 1.50 Posted
Views:
6,125
Posted By
taterbill
Re: AI Mod Pack 1.50 Posted
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Voidhawk:
taterbill: The Darlok will use the Starbase portrait and mini for their baseship by default. It's...
Forum:
Space Empires: IV & V
February 14th, 2001, 11:47 PM
Replies:
24
AI Mod Pack 1.50 Posted
Views:
6,125
Posted By
taterbill
Re: AI Mod Pack 1.50 Posted
This should get you there:
http://www.shrapnelgames.com/ubb/Forum25/HTML/000005.html
Forum:
Space Empires: IV & V
February 14th, 2001, 11:29 PM
Replies:
43
The neutral challenge
Views:
5,649
Posted By
taterbill
Re: The neutral challenge
Just an idea for a new N.C. house rule:
Once you max out your home system, you can start to build unarmed (only) scouts and colony ships to send to adjacent systems, but
they can only have ONE...
Forum:
Space Empires: IV & V
February 14th, 2001, 08:33 PM
Replies:
24
AI Mod Pack 1.50 Posted
Views:
6,125
Posted By
taterbill
Re: AI Mod Pack 1.50 Posted
Mod Pack gurus:
While scanning through the Darlock and EA ship pictures, I noticed that the EA picture set included large and small bitmaps for the "Baseship", while the Darlock set did not....
Forum:
Space Empires: IV & V
February 14th, 2001, 07:57 PM
Replies:
24
AI Mod Pack 1.50 Posted
Views:
6,125
Posted By
taterbill
Re: AI Mod Pack 1.50 Posted
Thank You Tampa_Gamer, Daynarr, Mephisto, John Zamarra, and any others I don't know about. We SE4 fans appreciate your hard work!
Forum:
Space Empires: IV & V
February 13th, 2001, 01:47 AM
Replies:
2
modpack and defense base bug
Views:
1,578
Posted By
taterbill
modpack and defense base bug
I downloaded the modpack 1.01, but I'm not quite clear on whether or not that will fix the dreaded defense base bug that seems to debilitate the AI. Does it, or is there something else I need to...
Forum:
Space Empires: IV & V
February 12th, 2001, 09:43 PM
Replies:
2
Armor types
Views:
1,757
Posted By
taterbill
Re: Armor types
Thanks for the info. I will look up the FAQ. Thanks!
Forum:
Space Empires: IV & V
February 12th, 2001, 06:28 PM
Replies:
2
Armor types
Views:
1,757
Posted By
taterbill
Armor types
Can the special armors be mixed? That is, can you load up on Emissive or Organic Armor, but then just put on one Stealth Armor, and get the full benefit of the stealth? Or put one one stealth plus...
Forum:
Space Empires: IV & V
February 12th, 2001, 06:12 PM
Replies:
4
Native races
Views:
2,168
Posted By
taterbill
Re: Native races
I'm pretty new to this game, but I think that is the general idea behind the "minor races" - those whose flags are just a solid color rectangle with no design. They have some spaceflight capability,...
Forum:
Space Empires: IV & V
February 9th, 2001, 11:07 PM
Replies:
3
Patch (and other) Questions
Views:
1,208
Posted By
taterbill
Patch (and other) Questions
I'm sure many of these might have been answered somewhere else, but I am at work and don't have forever to search.
1) Has any patch ETA been announced?
2) Is there anyplace to go see what has...
Forum:
Space Empires: IV & V
February 9th, 2001, 10:44 PM
Replies:
21
Newbie Strategy Guide
Views:
4,135
Posted By
taterbill
Re: Newbie Strategy Guide
Ah, tricky!
What a great board this is. Considerate responses, no flames, great participation... Quite different from most of the game Boards I've seen.
Bill
Forum:
Space Empires: IV & V
February 9th, 2001, 09:55 PM
Replies:
21
Newbie Strategy Guide
Views:
4,135
Posted By
taterbill
Re: Newbie Strategy Guide
A question regarding scouts and damage:
I just had a thought while I'm here at work pretending to be working. Those dang unstable wormholes can sure put a crimp in any scouting expedition. If...
Forum:
Space Empires: IV & V
February 9th, 2001, 09:32 PM
Replies:
4
research
Views:
1,596
Posted By
taterbill
Re: research
Maybe he is building those labs in a system w/o a space port.... Do research facilities need a space port? I'm not sure...
Forum:
Space Empires: IV & V
February 9th, 2001, 09:23 PM
Replies:
21
Newbie Strategy Guide
Views:
4,135
Posted By
taterbill
Re: Newbie Strategy Guide
"1. Build your largest available ship (up to Battlecruiser) with full engines and lots of supply components, and maybe a weapon or two, and the best sensor available. These are your scouts and...
Forum:
Space Empires: IV & V
February 9th, 2001, 09:18 PM
Replies:
21
Newbie Strategy Guide
Views:
4,135
Posted By
taterbill
Re: Newbie Strategy Guide
"8. I have yet to see my own defense satellites and weapon platforms on planets put to good use. In the event of a stray light cruiser or two, fighters are better than defense platforms or...
Forum:
Space Empires: IV & V
February 9th, 2001, 09:02 PM
Replies:
21
Newbie Strategy Guide
Views:
4,135
Posted By
taterbill
Re: Newbie Strategy Guide
"3. Ignore the remote miner components. Ships with them are costing more in maintenance than they mine, satellites, while they have no maintenance, still need to be transported to the asteroids or...
Showing results 51 to 75 of 75
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