.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

winSPMBT: Main Battle Tank- Save $6.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Search Forums

Showing results 51 to 75 of 500
Search took 0.03 seconds; generated 73 minute(s) ago.
Search: Posts Made By: Rollo
Forum: Space Empires: IV & V April 5th, 2006, 01:41 AM
Replies: 103
Views: 20,599
Posted By Rollo
Re: Strategy First buys Malfador Machinations

Lots of doooomsaying going on, as is expected from a message board.

I suggest to relax, have a drink, and see what happens.

This could actually be a move for the better. At any rate, I hope...
Forum: Space Empires: IV & V April 4th, 2006, 11:51 PM
Replies: 387
Views: 77,817
Posted By Rollo
Re: Devnull Mod Gold: updates and discussion

I don't quite get the problem. Do you want to use the Imperials as an AI race or your own?

If the latter, just create the race traits as you like in the game setup and select your designnames in...
Forum: Space Empires: IV & V April 4th, 2006, 11:44 PM
Replies: 17
Views: 3,682
Posted By Rollo
Re: Back to SE4 ! Request on \"best mod setup\"

Of course I totally recommend Devnull Mod Gold http://forum.shrapnelgames.com/images/smilies/laugh.gif.

There should be a major update coming out soon.
Forum: Space Empires: IV & V April 1st, 2006, 09:08 AM
Replies: 19
Views: 4,053
Posted By Rollo
Re: Fyron is leaving Space Empires for good

SJ, you are so going to get busted for violating the NDA!

But now that the cat is out: yes, SE V is a dating sim. Prequel to SE 10: The population growth sim.
Forum: Space Empires: IV & V April 1st, 2006, 08:26 AM
Replies: 5
Views: 1,658
Posted By Rollo
Re: Space Empires V Delayed

Sweet! Now I have more time to work on DevnullMod Gold before SE 5 comes out.
Forum: Space Empires: IV & V April 1st, 2006, 08:21 AM
Replies: 4
Views: 1,502
Posted By Rollo
Re: Formation creator utility?

This is the latest version, I think.

SE4 Modder 1.76 by DavidG (http://www.spaceempires.net/home/downloads-file-12.html)
Forum: Space Empires: IV & V April 1st, 2006, 08:18 AM
Replies: 2
Views: 1,678
Posted By Rollo
Re: This Just In

/me looks at date.

nice try =P
Forum: Space Empires: IV & V April 1st, 2006, 08:13 AM
Replies: 4
Views: 1,502
Posted By Rollo
Re: Formation creator utility?

The SE4 Modder by DavidG has a good formation editor included.
Forum: Space Empires: IV & V March 31st, 2006, 11:23 AM
Replies: 21
Views: 6,880
Posted By Rollo
Re: Balanced System Mod - 2.0

I interpret this as silent approval =).
Forum: Space Empires: IV & V March 30th, 2006, 03:09 PM
Replies: 387
Views: 77,817
Posted By Rollo
Re: Devnull Mod Gold: updates and discussion

yep, .emp files are mod specific most of the time.
If the \data\RacialTraits.txt of two mods are different, then the .emp files are not portable.
Forum: Space Empires: IV & V March 28th, 2006, 07:20 PM
Replies: 79
Views: 19,338
Posted By Rollo
Re: Big ship supremacy... Can little ships keep up

I think what SJ means is that the list is going to get very cluttered when design a ship, since hulls cannot be obsoleted.
In your intial layout you already have at least 20 hulls, plus tech that...
Forum: Space Empires: IV & V March 28th, 2006, 12:27 PM
Replies: 79
Views: 19,338
Posted By Rollo
Re: Big ship supremacy... Can little ships keep up

exactly, noone is arguing why APB XII is better then APB V.

Now mind you, I am being a bit provocative here and in my earlier statement. Just like to point out that Ship Con is a tech like any...
Forum: Space Empires: IV & V March 27th, 2006, 08:10 PM
Replies: 79
Views: 19,338
Posted By Rollo
Re: Big ship supremacy... Can little ships keep up

yes, you can. See my earlier post. Decide on 3 shipsizes and limit the size for each class.

Well, if it was a generic tutorial it wouldn't be specific and vice versa, now would it? =)
Forum: Space Empires: IV & V March 26th, 2006, 07:56 PM
Replies: 79
Views: 19,338
Posted By Rollo
Re: Big ship supremacy... Can little ships keep up

One question I often ask myself, though, when discussing this topic. If bigger isn't better, why reserch higher levels of ship construction?
Forum: Space Empires: IV & V March 26th, 2006, 07:52 PM
Replies: 79
Views: 19,338
Posted By Rollo
Re: Big ship supremacy... Can little ships keep up

Depending on how you'd set up a mod, it would not be much of a problem to make the AI design different size ships or better versions of early hulls.
I'd be easy to make 3 ships-of-the-line, say, one...
Forum: Space Empires: IV & V March 26th, 2006, 02:52 PM
Replies: 21
Views: 6,880
Posted By Rollo
Re: Balanced System Mod - 2.0

I wonder if i may include this into DevnullMod Gold?

I am writing a little Quadrant Type Installer utility right now, and more than than just two options (Classic and FQM) would be nice to have =).
Forum: Space Empires: IV & V March 23rd, 2006, 07:21 PM
Replies: 387
Views: 77,817
Posted By Rollo
Re: Devnull Mod Gold: updates and discussion

...and a synopsis of the above:
* new AI for temporal races: Xiati and Sallega
* lots of tweaks to other races that should improve performance
* fixed an exploit with Weapon Platform PD mounts and...
Forum: Space Empires: IV & V March 23rd, 2006, 07:19 PM
Replies: 387
Views: 77,817
Posted By Rollo
Re: Devnull Mod Gold: updates and discussion

Just because someone wanted to know what the status of the update is and what has been done so far:

Version 1.80 (special thanks to David E. Gervais, dogscoff, Fyron)
23.03.2006: not released yet...
Forum: Space Empires: IV & V March 23rd, 2006, 01:59 PM
Replies: 11
Views: 5,292
Posted By Rollo
Re: Taera\'s hello (and devnull...?!)

Good news for the Taera. They'll be updated in the soon to be released version 1.80 of Devnull Mod Gold.
And while sadly I have not yet written the AI for them, yet, they'll use a copy of the other...
Forum: Space Empires: IV & V March 20th, 2006, 08:55 AM
Replies: 9
Views: 3,557
Posted By Rollo
Re: Wrong starting colony tech

Yes, that is way the design file works. No worries, all is well and working as intended.

*shoos bystanders away. 'Please move on, nothing to see here.'
Forum: Space Empires: IV & V March 20th, 2006, 08:31 AM
Replies: 12
Views: 4,061
Posted By Rollo
Re: Is it possible to restrict a component ...

'Comp Family Requirement := ' is an optional line in compenhancement.txt. As for the family numbers themselves, I took the 3519 from your posted component. Yes, you can use any number you want...
Forum: Space Empires: IV & V March 20th, 2006, 01:17 AM
Replies: 12
Views: 4,061
Posted By Rollo
Re: Is it possible to restrict a component ...

As an alternative you could also use both the engine ability for the Armor and Small Arms, restrict the trooper vehicle to max. engnies = 2. And restrict the armor AND the small arms to only one per...
Forum: Space Empires: IV & V March 20th, 2006, 01:03 AM
Replies: 12
Views: 4,061
Posted By Rollo
Re: Is it possible to restrict a component ...

Here is how you do such a mount. Make the component oversized by 100 (Tonnage Space Taken := 300, in your case) and add this mount to /data/compenhancement.txt
<font class="small">Code:</font><hr...
Forum: Space Empires: IV & V March 19th, 2006, 11:11 PM
Replies: 9
Views: 3,557
Posted By Rollo
Re: Wrong starting colony tech

Bzzzzt! wrong

*whacks Fyron with the Shovel of Not-Listening

How many times do I have to tell you that number of tech area is irrelevant? ...
Forum: Space Empires: IV & V March 19th, 2006, 11:08 PM
Replies: 9
Views: 3,557
Posted By Rollo
Re: Wrong starting colony tech

hmm, on second thought...:
Actually you could make them one family 6001. Give all the dual ones roman numeral I and the triple one roman numeral II. Had a logic error this morning not realizing that...
Showing results 51 to 75 of 500

 
Forum Jump

All times are GMT -4. The time now is 10:27 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.