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Showing results 51 to 75 of 106
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Posts Made By:
tictoc
Forum:
Space Empires: IV & V
March 23rd, 2001, 01:41 PM
Replies:
22
pre-ringworld construct save
Views:
4,877
Posted By
tictoc
Re: pre-ringworld construct save
Mmmm, you could be right about the battle, my specs are:
P500,192Mb,Matrox g400 d/h Max(32mb) home built and tweaked to the Maximum.
I waited for perhaps 5 mins before hitting ctrl..etc, i'll...
Forum:
Space Empires: IV & V
March 22nd, 2001, 11:52 PM
Replies:
22
pre-ringworld construct save
Views:
4,877
Posted By
tictoc
Re: pre-ringworld construct save
I took the game upto date 2500.0 and declared war (i couldn't resist it), when i attacked the enemy ringworld (turn 3 Forlon x, my computer locks up with 'game not responding', there no prob with...
Forum:
Space Empires: IV & V
March 22nd, 2001, 09:29 PM
Replies:
22
pre-ringworld construct save
Views:
4,877
Posted By
tictoc
Re: pre-ringworld construct save
Yeh The AI is quite sneaky. As i'm coming up to the end of where i want to go with the game i though 'what the heck' build it anywhere (pretty dumb huh). As for the AI building worlds, all i did was...
Forum:
Space Empires: IV & V
March 22nd, 2001, 03:24 PM
Replies:
22
pre-ringworld construct save
Views:
4,877
Posted By
tictoc
Re: pre-ringworld construct save
I created the ringworld in Forlon and have just realised what has happened to the mysteriously breeding colonists on it. I created the ringworld and then ended my turn, by the time it was my turn...
Forum:
Space Empires: IV & V
March 21st, 2001, 11:53 PM
Replies:
22
pre-ringworld construct save
Views:
4,877
Posted By
tictoc
Re: pre-ringworld construct save
Here is the game so far complete with the mysteriously breeding population on ringworld #2 in the forlon system (Forlon X). I didn't noticed that the pop had risen to 506M cause i am busy trying to...
Forum:
Space Empires: IV & V
March 21st, 2001, 11:43 PM
Replies:
8
lack of resource bug
Views:
2,281
Posted By
tictoc
Re: lack of resource bug
The game i played and got the resource bug at <50 turns was just a default game in a medium map, the racial traits and bonuses were as defaulted. I chose to play as the jraener race.
tic
Forum:
Space Empires: IV & V
March 21st, 2001, 09:03 PM
Replies:
8
lack of resource bug
Views:
2,281
Posted By
tictoc
lack of resource bug
Guys, has anyone got a game going only using the 1.30 patch? I reported the bug to Aaron and he asked for a save game showing it, but unfortunatly i'm now using mephisto's mod in my current game and...
Forum:
Space Empires: IV & V
March 21st, 2001, 08:44 PM
Replies:
22
pre-ringworld construct save
Views:
4,877
Posted By
tictoc
pre-ringworld construct save
SE4
Patch 1.30
Mod used: mephisto's 1.61
Someone required a ringworld save and i can't remember who it was, so i'm posting this save game i'm still doing, it's at turn 2466.7, it needs 2 more...
Forum:
Space Empires: IV & V
March 20th, 2001, 08:31 PM
Replies:
16
odd 1.30 observation
Views:
4,007
Posted By
tictoc
Re: odd 1.30 observation
Guys, i have been using mephisto's mod in my latest game and the resource prob still exists but at a much reduced level and recovery from it is much quicker (i gave up on the stock 1.30 patch game...
Forum:
Space Empires: IV & V
March 18th, 2001, 05:34 PM
Replies:
16
odd 1.30 observation
Views:
4,007
Posted By
tictoc
Re: odd 1.30 observation
Daynarr.
So does mephisto's modpack 1.61 address this problem or is it hard coded and therefore inherent in the mod as well?
tic
[This message has been edited by tictoc (edited 18 March...
Forum:
Space Empires: IV & V
March 18th, 2001, 03:10 AM
Replies:
16
odd 1.30 observation
Views:
4,007
Posted By
tictoc
Re: odd 1.30 observation
Marty...
As i said in my first post, i'm not using any mods, so theoretically, the resources (or AI management of them) should not be 'out of balance'. I would have thought that even at the most...
Forum:
Space Empires: IV & V
March 17th, 2001, 05:19 PM
Replies:
16
odd 1.30 observation
Views:
4,007
Posted By
tictoc
odd 1.30 observation
Guys. I've noticed with the new 1.30 patch the AI runs out of resources quite early in the game typically <50 turns. The AI appears to be building it's ships compliment up faster than it can afford...
Forum:
Space Empires: IV & V
March 10th, 2001, 03:40 AM
Replies:
2
The Devnullmod
Views:
2,061
Posted By
tictoc
Re: The Devnullmod
Anything happening yet derek, looking forward to it.
tic
Forum:
Space Empires: IV & V
March 10th, 2001, 03:15 AM
Replies:
18
New Manual??
Views:
3,500
Posted By
tictoc
Re: New Manual??
Whitehojo's excellent Excel spreadsheet work could be used as a basis for this. I'm assuming all that needs to be done is update the entries as per the latest patch and add links to more descriptive...
Forum:
Space Empires: IV & V
March 7th, 2001, 08:52 PM
Replies:
66
New Features You Would Like to See That Would Have to Be Hard Coded
Views:
11,546
Posted By
tictoc
Re: New Features You Would Like to See That Would Have to Be Hard Coded
Dualhead display for strategic/tactical combat same as star trek armada. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
tic
Forum:
Space Empires: IV & V
February 26th, 2001, 09:31 PM
Replies:
42
Strategy guide?
Views:
8,299
Posted By
tictoc
Re: Strategy guide?
Wow. http://www.shrapnelgames.com/ubb/images/icons/shock.gif
tic
Forum:
Space Empires: IV & V
February 24th, 2001, 11:33 PM
Replies:
7
Cheats?
Views:
2,235
Posted By
tictoc
Re: Cheats?
Check the printed manual you got with the game, other than that never use them.
tic
Forum:
Space Empires: IV & V
February 23rd, 2001, 10:21 PM
Replies:
12
DaveMan MOD Version 1.0
Views:
3,808
Posted By
tictoc
Re: DaveMan MOD Version 1.0
Many thanks derek.
tic
Forum:
Space Empires: IV & V
February 23rd, 2001, 08:18 PM
Replies:
12
DaveMan MOD Version 1.0
Views:
3,808
Posted By
tictoc
Re: DaveMan MOD Version 1.0
Derek. i posted a bug in devnull's compilation mod whereby Terran Capitol ships were only equiping and using small external fighter missiles (no they are not anti-fighter missiles) i was wondering...
Forum:
Space Empires: IV & V
February 23rd, 2001, 11:09 AM
Replies:
2
Small point
Views:
1,385
Posted By
tictoc
Re: Small point
I was a bit premature in my post cause the A.I does equip troop transporters with weapons, but, according to the A.I game i'm doing, it put on board P.D3 cannons about 25-30 turns after the first...
Forum:
Space Empires: IV & V
February 23rd, 2001, 12:57 AM
Replies:
2
Small point
Views:
1,385
Posted By
tictoc
Small point
Hey, playing a game using the new patch (v1.27b) with full AI on i noticed the troop transporter had no weaponry on it at all, as it's a military craft should there not be some sort of weaponry on...
Forum:
Space Empires: IV & V
February 22nd, 2001, 10:16 PM
Replies:
1
Game Turns
Views:
1,196
Posted By
tictoc
Game Turns
Guys, what is the average game turn time you get up to in one game before completion. For myself it averages around 650-950 turns mainly cause i don't go all out to destroy the AI as quickly as...
Forum:
Space Empires: IV & V
February 21st, 2001, 12:27 AM
Replies:
13
OK wheres this patch
Views:
3,929
Posted By
tictoc
Re: OK wheres this patch
Patience my friend, Patience.
tic
Forum:
Space Empires: IV & V
February 19th, 2001, 10:40 PM
Replies:
34
New Patch Info Thread
Views:
7,364
Posted By
tictoc
Re: New Patch Info Thread
Wow..you guys have been busy, excellent work and kudo's to all involved. http://www.shrapnelgames.com/ubb/images/icons/icon10.gif
tic
Forum:
Space Empires: IV & V
February 17th, 2001, 11:08 PM
Replies:
53
I'd rather have MM work on AI as opposed to TCP/IP
Views:
11,091
Posted By
tictoc
Re: I\'d rather have MM work on AI as opposed to TCP/IP
Dirk - I think if a persistant universe was made, then guys with better experiance should not be able to engage in battle with new guys, otherwise it does not become fun for someone just starting out...
Showing results 51 to 75 of 106
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