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Showing results 51 to 75 of 500
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Posts Made By:
Q
Forum:
Space Empires: IV & V
March 3rd, 2008, 01:46 PM
Replies:
17
Multimedia Pack Updated, FQM 5.00 Beta 13 Released
Views:
5,093
Posted By
Q
Re: Multimedia Pack Updated, FQM 5.00 Beta 13 Rele
No big problem for me as I have a 5Mb internet access, but I just wanted to ask first.
Forum:
Space Empires: IV & V
March 3rd, 2008, 01:26 PM
Replies:
17
Multimedia Pack Updated, FQM 5.00 Beta 13 Released
Views:
5,093
Posted By
Q
Re: Multimedia Pack Updated, FQM 5.00 Beta 13 Released
Is there an update available for the Multimedia pack or do we have to download all files again?
Forum:
Space Empires: Starfury
February 26th, 2008, 06:32 AM
Replies:
95
Multiverse Mod
Views:
60,671
Posted By
Q
Re: Multiverse Mod
I finished campaign 2 without any problems and for me it is just excellent. I like the huge battles and my PC (Athlon 64 3400+ 512 MB RAM, NIVIDIA GeForce FX 5500) had no problems with it.
Your...
Forum:
Space Empires: Starfury
February 20th, 2008, 11:39 AM
Replies:
95
Multiverse Mod
Views:
60,671
Posted By
Q
Re: Multiverse Mod
Excellent work Campeador. I started to play the Multiverse 2 campaign and it is really fun. Thank you very much this new adventure.
Forum:
Space Empires: IV & V
February 2nd, 2008, 06:58 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Usually I just use the biggest available hull size with the exeption of specialized ships (e.g. stellar manipulation ships).
More important IMO is the different composition of specialized fleets:...
Forum:
Space Empires: IV & V
December 23rd, 2007, 04:48 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
There is a problem in BM 1.12 with construction/scrapping:
If the net resources go into negative numbers the AI starts to scrap units like mad even if there are enough resources left in the...
Forum:
Space Empires: IV & V
December 21st, 2007, 06:53 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Thank you again Kwok for your excellent work.
Whatever you changed since the last version you sent me, it makes a big differences in the game I sent to you: the Phong attack now the enemy ships.
...
Forum:
Space Empires: Starfury
December 15th, 2007, 04:34 AM
Replies:
95
Multiverse Mod
Views:
60,671
Posted By
Q
Re: Multiverse Mod
Thank you for the explanation Campeador and again thanks for your huge work.
One small suggestion: you increased the waepons slots, but there are few hull slots. I frequently have enough space left...
Forum:
Space Empires: Starfury
December 14th, 2007, 04:43 PM
Replies:
95
Multiverse Mod
Views:
60,671
Posted By
Q
Re: Multiverse Mod
I really enjoy your new campaign although I must confess that I find some of the missions very difficult. After the "long journey" I failed the mission to protect the starbase in the Minerva system...
Forum:
Space Empires: Starfury
December 11th, 2007, 06:31 AM
Replies:
95
Multiverse Mod
Views:
60,671
Posted By
Q
Re: Multiverse Mod
Yes I think the invisible ship problem is an old bug in Starfury itself and not in your campaign.
The second mission (scanning the enemy base in the Vallon systems) seems quite difficult if not...
Forum:
Space Empires: IV & V
December 11th, 2007, 06:24 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Take your time Kwok.
Did you improve something about exploring and attacking the far sides of warp points with full fleets?
Forum:
Space Empires: Starfury
December 10th, 2007, 02:29 PM
Replies:
95
Multiverse Mod
Views:
60,671
Posted By
Q
Re: Multiverse Mod
Nice to hear again from you Campeador and thank you for this new campaign.
One small problem I encountered so far: the Pluto starbase is invisible. The Minerva starbase however is shown as expected.
Forum:
Space Empires: IV & V
December 6th, 2007, 03:23 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
One more question:
// Nearby Enemy Location Priority - Strongest enemy target in a nearby enemy location
call Sys_Prepare_For_List_Sort()
call Sys_Set_List_Sort_Field(1,...
Forum:
Space Empires: IV & V
December 6th, 2007, 02:42 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Thank's again for the valuable information.
I eliminated the error in the attack location list you mentioned by changing the false to true and recompiled the script for an AI that had a fleet very...
Forum:
Space Empires: IV & V
December 6th, 2007, 11:54 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Thank you for the reply Kwok.
"However, I could probably switch how the orders are assigned, if there are no unexplored warp points, then survey first or something like that"
Yes that is...
Forum:
Space Empires: IV & V
December 6th, 2007, 08:09 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
The enemy systems are seen by shared maps from other AI empires and they are much more distant than the unexplored warp points.
It seems that the distance is less important than the survey order....
Forum:
Space Empires: IV & V
December 5th, 2007, 03:41 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
One more observation in a later game (2430.0): The AI stops to explore unknown warp points even if they are adjacent to their systems. They miss systems with many empty planets they could colonize....
Forum:
Space Empires: IV & V
December 2nd, 2007, 03:13 AM
Replies:
11
Balance mod 1.11 bug
Views:
4,922
Posted By
Q
Re: Balance mod 1.11 bug
A better temporary fix would be to increase the ground combat time and to decrease the ground combat map size (both in the settings.txt).
Forum:
Space Empires: IV & V
November 30th, 2007, 03:17 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Sounds really great Kwok.
I hope you will soon be able to release the new BM version.
Forum:
Space Empires: IV & V
November 30th, 2007, 07:00 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
That is a important improvement.
Did you change anything about attack location evaluation and the orders for fleets to attack them? That is still number 1 weakness of the AI IMO. Especially if there...
Forum:
Space Empires: IV & V
November 18th, 2007, 12:25 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
I have reported earlier that stellar manipulation is researched very early and to high levels. It might have been a consequence of the ancient racial trait: if the AI sees no more warp points to...
Forum:
Space Empires: IV & V
November 18th, 2007, 04:04 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Some more observations in BM 1.11:
The AI builds huge numbers of remote mining/farming/refining ships and sends them alone to enemy systems, which is suicidal.
Forum:
Space Empires: IV & V
November 14th, 2007, 02:01 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Balance Mod
Kwok, I found a small bug in your BM 1.11 AI politics script regarding the AI team mode:
The instruction to propose a treaty and not to break a treaty in the team mode are not at the end of the...
Forum:
Space Empires: IV & V
November 4th, 2007, 01:54 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Mines, Treaties, and Cluster Bombs
Thank you again Kwok: now the recon sats are o.k.
One suggestion: you use stealth and scattering armor but not emissive armor in your designs. I defined another "emissive armor" variable and...
Forum:
Space Empires: IV & V
November 4th, 2007, 04:11 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
360,762
Posted By
Q
Re: Mines, Treaties, and Cluster Bombs
Thank you Kwok, that worked at least partially:
The recon sats have now two basic sensors and one tachyon sensor, which is not very useful.
And attack drones have tachyon sensors too. Is this...
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