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Search: Posts Made By: Urendi Maleldil
Forum: SEIV November 7th, 2007, 01:21 AM
Replies: 5
Views: 4,748
Posted By Urendi Maleldil
Re: Issue with planet type and new race

Ah, I knew it was something overly complicated and completely unintuitive.
Forum: SEIV November 6th, 2007, 09:17 PM
Replies: 0
Views: 2,735
Posted By Urendi Maleldil
AI files added to SE Wiki mod tutorial page

I've added entries for the AI files and the MainStrings.txt file to the mod tutorials page on the Space Empires Wiki (http://wiki.spaceempires.net/index.php/Modding_Tutorials_%28SEIV%29).

They're...
Forum: SEIV November 6th, 2007, 06:25 PM
Replies: 5
Views: 4,748
Posted By Urendi Maleldil
Re: Issue with planet type and new race

That custom universal colony module might be your problem. Try adding a separate tech area for it in the TechAreas.txt data file and see if that fixes your problem.

When the game selects starting...
Forum: SEIV November 3rd, 2007, 11:39 AM
Replies: 188
Views: 44,304
Posted By Urendi Maleldil
Re: Any One Still Playing This Game?

I still have no idea why Aaron was so set on having this cumbersome slot layout system. SE2's ship design system was the most elegant. The order in which components became damaged depended solely on...
Forum: SEIV November 3rd, 2007, 11:34 AM
Replies: 0
Views: 2,175
Posted By Urendi Maleldil
SystemTypes problems

I've been seeing a weird problem with entries in the SystemTypes.txt that I'm working with.

I have an entry like this:

Obj 2 Physical Type := Planet
Obj 2 Position := Ring 2...
Forum: SEIV November 2nd, 2007, 01:08 AM
Replies: 17
Views: 7,157
Posted By Urendi Maleldil
Re: A question about Q-Ships

Perfect. How do they play in the game?
Forum: SEIV October 23rd, 2007, 12:33 AM
Replies: 17
Views: 7,157
Posted By Urendi Maleldil
Re: A question about Q-Ships

All you have to do is add the cloaking abilities to the hull entry in VehicleSizes.txt. You could even cut and paste them from one of the mines.
Forum: SEIV October 19th, 2007, 06:53 PM
Replies: 188
Views: 44,304
Posted By Urendi Maleldil
Re: Any One Still Playing This Game?

True, but you have a hard time getting to the core mechanics because you're bogged down by the user interface. SE4 is much more accessible.
Forum: SEIV October 16th, 2007, 12:23 AM
Replies: 3
Views: 2,492
Posted By Urendi Maleldil
Re: Comet / Destroyed Star

Thanks, Fyron. Did you experiment with them at all when you were building FQM? If they do nothing, then they may be useful as dummy values for something more creative.
Forum: SEIV October 15th, 2007, 12:52 AM
Replies: 3
Views: 2,492
Posted By Urendi Maleldil
Comet / Destroyed Star

Anyone know what the Comet and Destroyed Star values do in the SectType.txt file? Do they work at all?
Forum: SEIV September 29th, 2007, 01:03 AM
Replies: 17
Views: 7,157
Posted By Urendi Maleldil
Re: A question about Q-Ships

You'll have to make almost everything about the hull size identical to the standard transports, including the Name, Short Name, Description, and Code. Your enemies can see most of them without...
Forum: SEIV September 18th, 2007, 09:14 PM
Replies: 14
Views: 5,232
Posted By Urendi Maleldil
Re: Your WP defence: Mines, satellites or bases?

It's always fun to leave a few mines in a sector that lies along normal traffic lines (between planets, warp point to warp point, etc.). It won't stop a fleet fully equipped with mine sweepers, but...
Forum: SEIV September 15th, 2007, 12:36 PM
Replies: 4
Views: 3,227
Posted By Urendi Maleldil
Re: Max Family numbers

Hmm. I'll have to simplify my code a little bit.
Forum: SEIV September 15th, 2007, 02:15 AM
Replies: 4
Views: 3,227
Posted By Urendi Maleldil
Max Family numbers

Anyone know if there's a maximum on the family numbers you can assign to components and weapons? I've developed a seven digit code to use to easily identify component types, but I don't know if SEIV...
Forum: SEIV September 13th, 2007, 11:21 AM
Replies: 6
Views: 3,253
Posted By Urendi Maleldil
Re: Hull Type Identifiers

Interesting. I'm trying to see if I can mod Q-ships that are identical to standard transports, but don't have the cargo requirements. So I'm trying to find identifiers that are only seen by the...
Forum: SEIV September 13th, 2007, 12:40 AM
Replies: 6
Views: 3,253
Posted By Urendi Maleldil
Hull Type Identifiers

In the VehicleSizes.txt file, are the "Short Name" and "Code" used in the game at all? What about the vehicle description?
Forum: Space Empires: IV & V September 3rd, 2007, 03:16 AM
Replies: 6
Views: 2,040
Posted By Urendi Maleldil
Re: Space Empires on Facebook?

Ahh. I knew it was something wierd. I remember playing SE2 and hearing someone say it was written in Visual Basic. I assumed 3 and 4 were too. I don't know much about Delphi. If you had access to the...
Forum: Space Empires: IV & V September 2nd, 2007, 03:51 PM
Replies: 6
Views: 2,040
Posted By Urendi Maleldil
Re: Space Empires on Facebook?

It would be intersting to see a version of Space Empires in-browser. Not SE5 of course, but maybe something like SE3 or SE4. I believe both were built in Visual Basic, so I don't think a direct port...
Forum: Space Empires: IV & V September 1st, 2007, 07:37 PM
Replies: 6
Views: 2,040
Posted By Urendi Maleldil
Space Empires on Facebook?

I've been playing a lot of Scrabulous, a Scrabble clone on Facebook, when it occurred to me that a 4X space empire building game could work really well inside Facebook. Think about it.

It would...
Forum: SEIV August 6th, 2007, 06:18 PM
Replies: 8
Views: 3,151
Posted By Urendi Maleldil
Re: Need a little help with DesignCreation.txt

It's simple once you figure it out, but the data files are very poorly worded and can get confusing.
Forum: SEIV July 13th, 2007, 02:08 AM
Replies: 7
Views: 2,658
Posted By Urendi Maleldil
Re: Guerrilla Race

Feel free to use anything you like. I'm working on SE4 Advanced right now. I might revisit the Masters Mod if there are any errors or balance problems, but content wise, I consider it finished.
...
Forum: SEIV July 12th, 2007, 11:44 AM
Replies: 24
Views: 8,868
Posted By Urendi Maleldil
Re: SE4 weapon index

I don't know how to express this mathematically, but maybe a Weapon Index (WI) number of 1 could equal a weapon with these characteristics:

10kT space
10kT structure
10 Normal damage at range 1...
Forum: SEIV July 12th, 2007, 11:25 AM
Replies: 24
Views: 8,868
Posted By Urendi Maleldil
Re: SE4 weapon index

I was hoping someone would have a formula that could boil down weapon stats to a single number. I'm trying to make all the weapons in SE4 Advanced useful, so I need to be able to compare them all on...
Forum: SEIV July 12th, 2007, 12:09 AM
Replies: 24
Views: 8,868
Posted By Urendi Maleldil
SE4 weapon index

Does anyone here use an index to rate the effectiveness of weapons in SE4?

For example:

Weapon Index = Damage / Reload / Tonnage * Range

Probably not the most effective since it doesn't take...
Forum: SEIV July 11th, 2007, 07:50 PM
Replies: 7
Views: 2,658
Posted By Urendi Maleldil
Re: Guerrilla Race

You could mod a new advanced racial trait to give planetary cloaking facilities, cloaked ships, and special intel projects. You'd need to leave some planets uncloaked because you need diplomatic...
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