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Search: Posts Made By: Trachmyr
Forum: Space Empires: IV & V May 9th, 2001, 10:31 PM
Replies: 33
Views: 6,630
Posted By Trachmyr
Re: Starting facs for homeworlds...

The easiest solution to this is if MM would implement a new HOMEWORLD colony design for STARTING planets. Seems like it'd be fairly simple too.
Forum: Space Empires: IV & V May 8th, 2001, 01:49 AM
Replies: 16
Views: 4,580
Posted By Trachmyr
Re: Blockade Runner ship class

Not to mention if your propulsion experts http://www.shrapnelgames.com/ubb/images/icons/icon7.gif, it'll get you a combat speed of 7... who needs a retreat option?
Forum: Space Empires: IV & V May 8th, 2001, 01:45 AM
Replies: 27
Views: 5,250
Posted By Trachmyr
Re: Ramming/Kamakazi tactics

FYI, if you ram and both ships survive, then both ships will occupy the same "square", not really that important but an interesting side note... as this means the restriction that ships can't occupy...
Forum: Space Empires: IV & V May 8th, 2001, 01:41 AM
Replies: 33
Views: 6,630
Posted By Trachmyr
Re: Starting facs for homeworlds...

The other option is simply to add more population modifiers in setting.txt, since your big planets will eventually have more popualtion... if you base production/construction more on population...
Forum: Space Empires: IV & V May 7th, 2001, 10:59 PM
Replies: 14
Views: 4,807
Posted By Trachmyr
Re: Using captured races for population

uhhh....

okay, let's say you've got 10M pop.,
after 1 year: 10 x 1.3 = 13 (and that's not counting the compound intrest that adds per turn)

2 years: 13 x 1.3 = 16.9
3 years: 16.9 x 1.3 =...
Forum: Space Empires: IV & V May 6th, 2001, 11:51 PM
Replies: 44
Views: 7,464
Posted By Trachmyr
Re: Fighters are now unbalanced

I think fighters are just fine being the way they are, my reason:

Manuverability.... Engines on fighters are exposed to more "surface area" than the capital ships, this means they have more...
Forum: Space Empires: IV & V May 6th, 2001, 11:13 PM
Replies: 11
Views: 5,389
Posted By Trachmyr
Re: \"Primitive\" tech tree

Just a nit-pick, fusion drives are more advanced that Ion Engines (Which we have and use today)... Fission Rockets are about the same "level", the diffrence is speed to fuel usage... The Nuclear...
Forum: Space Empires: IV & V May 6th, 2001, 11:06 PM
Replies: 12
Views: 4,462
Posted By Trachmyr
Re: Ringworld Creation Dire Confusion

I've never tried it but FYI, the size of ringworlds/sphereworlds is HUGE, the stellar size is listed in planetsize.txt and is unconnected to the size in the description (although MM gave them all the...
Forum: Space Empires: IV & V May 6th, 2001, 10:50 PM
Replies: 23
Views: 5,306
Posted By Trachmyr
Re: docking escorts

To solve the speed problem, make thier Engines per move 3-5, and their max engines = to (Engines per move x Max speed wanted for Ion engines), just make sure in the AI_Design_creation.txt that...
Forum: Space Empires: IV & V May 6th, 2001, 10:55 AM
Replies: 14
Views: 4,807
Posted By Trachmyr
Re: Using captured races for population

It depends how long your games Last, figure that on a goog conditions planet... the population will increase 10 fold in 10 years, 100x in 20 years, 1000x in 30 years (WAY to fast if you ask me).... ...
Forum: Space Empires: IV & V May 5th, 2001, 11:46 PM
Replies: 110
Views: 18,153
Posted By Trachmyr
Re: Devnullmod

To get the AI to use abaltive armor, simply create a few tech trees... each one with a diffrent armor type, or if you put them all into one tree... give them a 2nd prerequisite that is diffrent...
Forum: Space Empires: IV & V May 5th, 2001, 11:31 PM
Replies: 33
Views: 6,465
Posted By Trachmyr
Re: Has any one ever actually completed a full game?

Wow, I didn't realize that 278.4 years was going to be THAT much of a surprise... Most of the game I've played in my mod have gone over 150 yeras... I guess it's a mixture of playing style and my...
Forum: Space Empires: IV & V May 5th, 2001, 10:25 AM
Replies: 33
Views: 6,630
Posted By Trachmyr
Re: Starting facs for homeworlds...

Now that I think about it, you might not have to delete the resupply entries... I'm not sure what will happen though, it might work fine, it might build an extra resupply fac when the shipyard...
Forum: Space Empires: IV & V May 5th, 2001, 12:14 AM
Replies: 33
Views: 7,745
Posted By Trachmyr
Re: What would you like to see in an expansion pack

Got another one...

I just started using protectorate/subjugation, and I'm a bit dissapointed how they work... my suggestions:

1) They should be treated as Allies NOT neutrals! Otherwise you...
Forum: Space Empires: IV & V May 4th, 2001, 11:53 PM
Replies: 2
Views: 1,952
Posted By Trachmyr
Re: components.bmp; An FYI.

You can do that with almost all of the .bmp's, the facility.bmp, Planets.bmp, Beam.bmp, etc. So far the only one it dosen't seem to work for is Main.bmp (I wanted to add more missile pics ...
Forum: Space Empires: IV & V May 4th, 2001, 11:41 PM
Replies: 33
Views: 6,465
Posted By Trachmyr
Re: Has any one ever actually completed a full game?

I've won quite a few games... 2 with the "unmodded" game, 2 with the "TDM-Mod", and 3 with the mod I'm working on (although the AI in my current mod is pathetic I must admit... but that will...
Forum: Space Empires: IV & V May 4th, 2001, 11:37 PM
Replies: 33
Views: 6,630
Posted By Trachmyr
Re: Starting facs for homeworlds...

The way around this is simple... don't add research, add resupply or spaceport abilities to it... and mod AI_facility_creation.txt(?) so that the colonies only build one of the approprite item. ...
Forum: Space Empires: IV & V May 4th, 2001, 09:09 AM
Replies: 11
Views: 5,389
Posted By Trachmyr
Re: \"Primitive\" tech tree

AFAIK the homeworlds shouldn't start with research facs if the race has no research facilities that it can build.

Yeah, primitives would be cool... especially if each primitive had a special tech...
Forum: Space Empires: IV & V May 4th, 2001, 12:54 AM
Replies: 33
Views: 7,745
Posted By Trachmyr
Re: What would you like to see in an expansion pack

One Last thing... (I think)

New Planet Tags and Racial Habitabilty traits that affect Planet Conditions on a per race (not per empire) level.

I've already suggested allowing you to choose...
Forum: Space Empires: IV & V May 4th, 2001, 12:08 AM
Replies: 27
Views: 6,962
Posted By Trachmyr
Re: Off topic List your top/favorite 5-10 comp games

No particular order:

1) SE4
2) Heroes of Might and Magic III
3) MOO2 (Anticipating MOO3!!!)
4) Civ2 (Waiting for Civ3!)
5) Lords of the Realm (Wishing for #3 ...
Forum: Space Empires: IV & V May 3rd, 2001, 11:40 PM
Replies: 33
Views: 7,745
Posted By Trachmyr
Re: What would you like to see in an expansion pack

Tampa, I too would like to see a line where you can have population use organics... but why not let the race "pick" which material it "eats" in the race-setup screen...

Also in addition to the...
Forum: Space Empires: IV & V May 3rd, 2001, 11:00 AM
Replies: 33
Views: 7,745
Posted By Trachmyr
Re: What would you like to see in an expansion pack

I don't want them to spend time on anything that can already be modded... I want hardcode changes to allow new stuff/ideas.

I have lots of things I want, but here are my top 13:

1) GET CUSTOM...
Forum: Space Empires: IV & V May 3rd, 2001, 12:25 AM
Replies: 6
Views: 2,147
Posted By Trachmyr
Re: Another Zeno Modder Update

Oh my Goddess!

I just tried out your programs Zeno, and I want to kick myself for not using them earlier! They're awesome!

Thank you!
Forum: Space Empires: IV & V May 3rd, 2001, 12:00 AM
Replies: 33
Views: 6,630
Posted By Trachmyr
Re: Starting facs for homeworlds...

I was afraid of that... thanx for the reply.
Forum: Space Empires: IV & V May 2nd, 2001, 11:53 PM
Replies: 22
Views: 5,057
Posted By Trachmyr
Re: Bring back SE III Player Tech Levels!

No, it does not work... it would need to be implemented by MM, it was just an "alternative" suggestion to the SE3 style... I think it would be easier to implement in this form, as it could use many...
Showing results 51 to 75 of 289

 
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