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Search: Posts Made By: Beck
Forum: Space Empires: IV & V June 19th, 2001, 02:23 AM
Replies: 11
Views: 2,887
Posted By Beck
Re: Population needed to operate Facility

Yes the lines in the Settings file for population modifiers are still operative.
Forum: Space Empires: IV & V June 18th, 2001, 11:21 PM
Replies: 12
Views: 3,475
Posted By Beck
Re: AI needs to be MUCH more aggressive

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Jubala:
True, the EU AI can also make stupid decisions. But you can't accuse it of not being aggressive and...
Forum: Space Empires: IV & V June 18th, 2001, 10:27 PM
Replies: 8
Views: 2,251
Posted By Beck
Re: The Spice must flow

You can specify resource percentages in the map editor. However the setting used during the game setup overrides any levels preset on a map for the planets selected as homeworlds. You could set the...
Forum: Space Empires: IV & V June 18th, 2001, 05:31 AM
Replies: 12
Views: 3,475
Posted By Beck
Re: AI needs to be MUCH more aggressive

I played EU and didn't find the AI in it really any more intelligent than in SE4. It utilizes an excellent rules hierachy in its political system which since it is such a large element of the game...
Forum: Space Empires: IV & V June 18th, 2001, 05:12 AM
Replies: 8
Views: 2,251
Posted By Beck
Re: The Spice must flow

Well you could use the map editor to create a galaxy in which only one or more planets produced organics by reducing the percentage of organics for each planet to zero. However each homeworld would...
Forum: Space Empires: IV & V June 18th, 2001, 12:42 AM
Replies: 11
Views: 2,887
Posted By Beck
Re: Population needed to operate Facility

I think it will be based on the order of construction as that is already tracked. When you view the facility list of a planet it is shown based on the order of construction. It could apply...
Forum: Space Empires: IV & V June 18th, 2001, 12:30 AM
Replies: 10
Views: 3,049
Posted By Beck
Re: Difficult AI opponents?

Well, I think it will be a lot longer than a month or two, an intelligent AI has been computer gaming's holy grail for over 30 years. To think that a tweak here and there is going to change that is...
Forum: Space Empires: IV & V June 18th, 2001, 12:11 AM
Replies: 2
Views: 1,332
Posted By Beck
Re: Points Generation?

This has been tried before. Currently the ability for research is a facility only ability and cannot be used on a component. Well, it CAN be used (it doesn't produce an error message or prevent...
Forum: Space Empires: IV & V June 13th, 2001, 03:31 AM
Replies: 25
Views: 4,615
Posted By Beck
Re: Repairs

The problem with trying to equate the game's maintenance to RL is you have hundreds if not thousands of uses for money. In the game, there are only two basic uses for resources, building ships and...
Forum: Space Empires: IV & V June 13th, 2001, 03:14 AM
Replies: 9
Views: 2,016
Posted By Beck
Re: Master Computers

True, but if time is that critical and the fleet is of decent size and ability, you're not building small ships either. You're probably pumping out fighters given the number you can produce in a...
Forum: Space Empires: IV & V June 13th, 2001, 02:03 AM
Replies: 9
Views: 2,016
Posted By Beck
Re: Master Computers

I can see the cost being a deterrent; 4000 in minerals is pretty hefty, but the size shouldn't be. A master computer III is smaller than the bridge, crew and life support components it replaces and...
Forum: Space Empires: IV & V June 13th, 2001, 01:43 AM
Replies: 7
Views: 2,587
Posted By Beck
Re: Mod Pack

I'm not so sure. The modpack races in my current game are sweeping just fine. The CueCappa just cleared a 130 size minefield in one shot with a fleet of 50 ships, taking no losses. Most of the...
Forum: Space Empires: IV & V June 12th, 2001, 12:20 PM
Replies: 2
Views: 2,249
Posted By Beck
Re: Newbie question: fighters in the demo?

In the demo you don't have all the techs that the full game has and there improved engines in the tech tree which you give more speed. Nor are all the fighter designs in there is medium and heavy...
Forum: Space Empires: IV & V June 12th, 2001, 12:10 PM
Replies: 13
Views: 2,764
Posted By Beck
Re: construction rate

I too build large numbers of base space yards. The bottleneck I was speaking to was the low build rate which only to a degree can be overcome by sheer numbers of yards. That's why I like moons,...
Forum: Space Empires: IV & V June 12th, 2001, 01:09 AM
Replies: 13
Views: 2,764
Posted By Beck
Re: construction rate

I agree. We have a number of facilities that boost resource production. With all those resources, its the spaceyard that's the big bottleneck. I wouldn't even need additional facilities if bases...
Forum: Space Empires: IV & V June 11th, 2001, 04:28 AM
Replies: 16
Views: 2,810
Posted By Beck
Re: SE4 Modders Guide

It was just there when I looked. Just click on the link he provided it was the third item on the page. The posted date was 21 May and he has edited it a number of times, that may have thrown you as...
Forum: Space Empires: IV & V June 11th, 2001, 04:14 AM
Replies: 28
Views: 4,516
Posted By Beck
Re: Resources Hack

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Kimball:
This could be done DURING the turn, making it impossible to catch.
<HR></BLOCKQUOTE>

There are...
Forum: Space Empires: IV & V June 10th, 2001, 04:51 AM
Replies: 25
Views: 4,615
Posted By Beck
Re: Repairs

To a point I would agree. However since its fairly abstract, there would similiar lapses in realism regardless of the system applied. In your example, one could argue that 8 SM components could be...
Forum: Space Empires: IV & V June 10th, 2001, 12:42 AM
Replies: 25
Views: 4,615
Posted By Beck
Re: Repairs

I think the current system is fine. It is after all an abstraction, and to what gain would requiring additional consumation of resources? One, as mentioned you are paying maintenance already and...
Forum: Space Empires: IV & V June 6th, 2001, 03:14 AM
Replies: 6
Views: 1,603
Posted By Beck
Re: Moon Tricks

I agree it's something that needs to be fixed. I'm not sure I would call it a bug as I think it was more of an oversight. The effects of a training facility are limited to one to a planet and I...
Forum: Space Empires: IV & V June 5th, 2001, 06:30 AM
Replies: 6
Views: 1,603
Posted By Beck
Moon Tricks

Another use for moons is to quickly train your ships and/or fleets. Choose a planet with 1 or moons and build a ship or fleeting training facility on each. The training stacks for any ships/fleets...
Forum: Space Empires: IV & V June 4th, 2001, 02:22 AM
Replies: 21
Views: 3,843
Posted By Beck
Re: New ideias / concepts / problems in / for SE4 (1.35):

I agree. Its not as unlikely as it may sound. As technology gets more and more complex and automated, the fewer people that will know how it operates and still fewer people who will know how to...
Forum: Space Empires: IV & V June 3rd, 2001, 08:00 PM
Replies: 8
Views: 2,050
Posted By Beck
Re: Newbie Observation

By way of an answer, I build at least 6 mineral storage units for every 1 or organics/radioactives. It's also another good reason to get a resouce converter Online.
Forum: Space Empires: IV & V June 3rd, 2001, 07:51 PM
Replies: 9
Views: 2,262
Posted By Beck
Re: 50% Cargo Containers on Transports

I frequently like to take the older ships from early in the game (ie. the destroyers) and create a design to use them as colonizers when they outlive their useful life in the regular fleet. I too...
Forum: Space Empires: IV & V June 3rd, 2001, 07:44 PM
Replies: 7
Views: 2,218
Posted By Beck
Re: Apologies if this has been raised before but.......

It could be modeled in the game(would require a harcode change though). Simply have the maintenance on the fleet/ships increase slowly after X turns to reflect the increased cost of maintaining a...
Showing results 76 to 100 of 122

 
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