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Showing results 51 to 75 of 139
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Posts Made By:
AGoetz
Forum:
Space Empires: IV & V
December 2nd, 2002, 05:06 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I've got a nice fresh RCE (as long as I haven't wiped over it anyway) which I have failed to pin down the cause for. The Gaim AI gets Battleship tech and Propulsion 10 (from memory) on the same turn...
Forum:
Space Empires: IV & V
November 28th, 2002, 01:55 PM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
After further experimentation, I think that the AIs Space Yard Ships possibly should be pumped up to 700kT in minimum size - as after the AI throws on sensors, ECM, armor, engines etc it doesn't...
Forum:
Space Empires: IV & V
November 28th, 2002, 02:50 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I've never built a Stellar Balancer, so no comment.
If you want defences on your carriers, build bigger Carriers http://forum.shrapnelgames.com/images/icons/icon12.gif
Regarding the Shadows...
Forum:
Space Empires: IV & V
November 28th, 2002, 12:29 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
This won't stop the RCEs, but it worked on my most recent one : Make sure that in all of your *Design_Creation.txt files that the section
Name := Ship...
Forum:
Space Empires: IV & V
November 25th, 2002, 07:00 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Ahh, the joys of a lucky Ruin. The first Ruin planet I settled in a recent game gave me Ice/Water Colony, Fighter level I and something else (forget now). Bit of boost ...
Forum:
Space Empires: IV & V
November 21st, 2002, 04:23 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Regarding the Unique techs, some of them don't yet do anything :-
Functional
Cure for Nano-Plague (better Medi-bays)
Great Machine (defensive installation)
Stellar Balancer (change a star)...
Forum:
Space Empires: IV & V
November 18th, 2002, 12:00 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
re : Test Save game - finally got it to work. If you move the Neutrals to the Race directory - leave a copy in the Neutral directory.
Battle report - current game.
I've done my usual grab a...
Forum:
Space Empires: IV & V
November 15th, 2002, 02:15 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
What's the chances of, once .34 is ready, a fresh complete download? I'm still unable to figure out how to get the test save game to load.
Forum:
Space Empires: IV & V
November 13th, 2002, 08:15 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Trying to load the test start game and failing :-
I've reinstalled SEIV
Applied the 1.49 Patch
Added B5ModCore
Added B5ModData
Added 31Patch
Added 32Patch
Added 33Patch
Forum:
Space Empires: IV & V
November 8th, 2002, 07:05 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Come to think of it, I don't think I've seen a single AI ship equipped with planetary weapons - and as I'm an more interested in stealing colonies I don't tend to get them either.
In a real game,...
Forum:
Space Empires: IV & V
November 8th, 2002, 04:55 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Ok, I'll ignore AIs using the default design file and try to steal only from those with specific files. After all, what's the point of having the best baording parties if there is never anything...
Forum:
Space Empires: IV & V
November 8th, 2002, 04:04 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
re : the AIs ship designs in my current game.
The AI is on Medium Bonus
The Vorlons are using Fission engines instead of their Ancient Gravitic engines, but no other complaint - they can certainly...
Forum:
Space Empires: IV & V
November 8th, 2002, 01:02 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Current Game :
I'm experiemnting with 20 players in a small B5 galaxy - I started next door to the Vorlons who have proceeded to make my life difficult. The turn after meeting they blew every...
Forum:
Space Empires: IV & V
November 6th, 2002, 06:39 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I take it that that is the current emblem - it's fine.
Forum:
Space Empires: IV & V
November 6th, 2002, 05:55 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
I have no idea what, if any, emblem the literature has for the Gaim, but if there isn't anything, can I suggest a small top view of an ant - I think one would fit in the available room.
Forum:
Space Empires: IV & V
November 6th, 2002, 04:01 AM
Replies:
13
Effect of defensive bonuses on mines?
Views:
2,996
Posted By
AGoetz
Re: Effect of defensive bonuses on mines?
From my understanding - yes, if you enter a minefield without enough sweeps you will get hit.
Forum:
Space Empires: IV & V
November 5th, 2002, 07:55 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
re : Great Machine problems. There is a typo in the data file and it is assigned to Vehicle Type 'Ship', correct this to 'WeapPlat' and see if it works (I don't have a save where I've found the...
Forum:
Space Empires: IV & V
November 5th, 2002, 02:35 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Bug search : Nomads can not build their Resource Ships - the Resource ship requires a Life Support component and the Nomads doen't seem to have one.
Got an RCE in the game I described below, I've...
Forum:
Space Empires: IV & V
November 4th, 2002, 01:07 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Current game status report : as the Gaim.
I've grabbed ~12 systems and am just trying to defend against all comers (I'm not at war, I'm just not signing any treaties). Currently in contact with the...
Forum:
Space Empires: IV & V
November 3rd, 2002, 01:05 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Impressions from current game :
Technomages (as per default AI file) are screwed - they're homeworld has a Place of Power and nothing else.
There is something wrong with Brakiri Graviton Mines -...
Forum:
Space Empires: IV & V
November 1st, 2002, 05:43 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Only three more race files to go on the game server ...
I think I will grow to like Gaim Bulkheads - they aren't as efficient as standard armor in this mod, but you get them quite early and they...
Forum:
Space Empires: IV & V
October 31st, 2002, 05:24 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
How much for a fully manned Gaim boarding ship? One use only (you can't repair what you can't build). Comes complete with 3 Gaim Class X boarding parties - take a Star Base with ease!
We have a...
Forum:
Space Empires: IV & V
October 31st, 2002, 03:00 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Looking.
Looking.
Was that something over there?
Nope, nothing of importance. Just a Shadow fleet that forgot to include mine sweeping components ...
Forum:
Space Empires: IV & V
October 31st, 2002, 01:39 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Hmm, true. Possibly too forward looking for a species that only stopped killing themselves because they noticed that there were others around.
Ok then, the Raiders will be exterminated from my...
Forum:
Space Empires: IV & V
October 31st, 2002, 01:06 AM
Replies:
5,004
Babylon 5 Mod
Views:
615,652
Posted By
AGoetz
Re: Babylon 5 Mod
Tell you what, The Canuck, the Gaim seem to be a practical species when it comes to politics - if we start close together and you promise to keep you raiding out of my sight (so we can have plausable...
Showing results 51 to 75 of 139
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