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Search: Posts Made By: AGoetz
Forum: Space Empires: IV & V October 31st, 2002, 12:34 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

re : Nomad Facilities. (based on reading the file, not on plugging it in and trying)
So if you select Nomad (but not Raider) you can only build :
Homeworld Stronghold, Trading Port, Training...
Forum: Space Empires: IV & V October 30th, 2002, 06:43 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

(An attempt at an in-character reply)

The Senior Queens have been killed!

(A few moments pass. Then yet another round of civil war .. er .. vigourous Gaim voting takes place).

Long live...
Forum: Space Empires: IV & V October 30th, 2002, 05:46 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Of course it will be over your dead BattleCrabs - you don't think I'll pick on those Vorlon Squidships do you http://forum.shrapnelgames.com/images/icons/icon10.gif (Well, for a sufficent bribe...
Forum: Space Empires: IV & V October 30th, 2002, 04:10 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

So on a Huge Breathable world you would need at least a Depot or a HomeWorld Hub to fit one Great Machine (or at least two of Colony Hub, Manfacturing Hub, Military Outpost, Advanced Military...
Forum: Space Empires: IV & V October 30th, 2002, 03:49 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Put enough Structural Support on and even a Scout could survive that ... but I wouldn't want to see the build time for that Scout.

(Looked it up - 4000 'Structural Supports Class 3Fs' will absord...
Forum: Space Empires: IV & V October 30th, 2002, 12:10 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Well, do you really need to put a Planet Killer in a Huge mount? http://forum.shrapnelgames.com/images/icons/icon10.gif

Does SEIV allow you to extend a weapon beyond range 20? I know you...
Forum: Space Empires: IV & V October 29th, 2002, 06:19 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

The Last time I started up the Vorlons, I don't think it listed Satellites on their select unit to design screen. Will have to check later.

Q : Will the Unique Techs Great Machine and Unique Ship...
Forum: Space Empires: IV & V October 28th, 2002, 06:00 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Propulsion tech is one that I value far more highly than the AI does. Quite often I'll have Advanced Anti-Matter engines while the AI's ships are crawling along on Standard Fusion at best - even...
Forum: Space Empires: IV & V October 28th, 2002, 05:15 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Every game that I've had go on long enough has ended in a RCE. The only cure I've found (and it certainly doesn't always work) is switch control every so often and scrap/fire-on large number of the...
Forum: Space Empires: IV & V October 28th, 2002, 02:27 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

If you make the Gaim Nomadic, just what that mean? I presume that they still start with a world, but cannot colonize? Can they still capture worlds? What, if any, advantages does that give them. ...
Forum: Space Empires: IV & V October 25th, 2002, 02:34 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Could I have a look at the design specs for those fighters please. I want to see if I can design anti-fighter ships with at least twice the combat speed so that I can get them into range. After all...
Forum: Space Empires: IV & V October 25th, 2002, 01:15 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

<font size="2" face="Verdana, Helvetica, sans-serif">I can just picture it now - 2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting...
Forum: Space Empires: IV & V October 24th, 2002, 08:48 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

.33 sounds good to me.

The Universal Colonizer - is it be the same price as a normal Rock/Ice/Gas or is it more expensive?

Without a few Trade treaties, can the Shadows afford to support two...
Forum: Space Empires: IV & V October 24th, 2002, 02:56 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

If the Vorlons are going to have a auto-stealth spy ship, I propose no larger than Frigate (I'd prefer only an Scout or Escort size) - otherwise you'll be facing Spy Ships able to gut a Younger Race...
Forum: Space Empires: IV & V October 23rd, 2002, 01:23 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

<font size="2" face="Verdana, Helvetica, sans-serif">Saw your post. It is an idea - but would you want the Shadows to also get such a hull? And would this weaken the TechnoMages with their...
Forum: Space Empires: IV & V October 21st, 2002, 04:28 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Well, in the tech for .32 anyway, the only weapons research the Gaim need is Gaim Tiny (Particle Beams), Gaim Light (PDF Scattergun), Gaim Medium (Scattergun), Gaim Heavy (Packet Torpedoes, Particle...
Forum: Space Empires: IV & V October 18th, 2002, 02:48 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

One thing that I think I can guarantee - in the early to mid game at least, he who hasn't researched and bought along fighters will lose the fight to one who has.
Races that can mount missles on...
Forum: Space Empires: IV & V October 17th, 2002, 06:44 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

I could start at any time in the near future - but I will not be ble to play from ~20th Dec through to ~6th Jan.
Forum: Space Empires: IV & V October 17th, 2002, 06:10 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

re : attacking Ancients
I figure a non-Ancient heavily armoured Dreadnought may be able to survive a single hit from a Massive Base Mount Super Weapon, but wouldn't be usable for much afterwards. ...
Forum: Space Empires: IV & V October 17th, 2002, 04:47 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Of course my poor little Gaim just get their Particle Concentrators and Packet Torpedoes. At least the Concentrators give a bonus to hit http://forum.shrapnelgames.com/images/icons/icon10.gif ...
Forum: Space Empires: IV & V October 17th, 2002, 03:07 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

re Pathfinder's comments :
Seeing as how I like to have at lest 5 orbital facilites on my homeworld, ouch.

Something else I noticed by going high tech start - the AI's colony ships had no...
Forum: Space Empires: IV & V October 17th, 2002, 01:14 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Was doing some experimenting Last night and I've come to conclusion that invading a high tech prepared Vorlon/Shadow world is going to be damn near impossible. Under the current rules (after all Val...
Forum: Space Empires: IV & V October 16th, 2002, 05:53 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Make no mistake, the AI does build some numerous forces. Maybe not how I would of designed them, but they always have more mobile hulls than me. It's just that these hulls are usually parked over...
Forum: Space Empires: IV & V October 16th, 2002, 05:26 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

Hmm, Sounds like I've got to get a lot more expansionistic. I tend to take a couple of systems, park fleets on every jump point out and then tech.

A comment re Weapon Platforms. Imagine a high...
Forum: Space Empires: IV & V October 16th, 2002, 01:24 AM
Replies: 5,004
Views: 615,652
Posted By AGoetz
Re: Babylon 5 Mod

<font size="2" face="Verdana, Helvetica, sans-serif">Yes. Hyperspace Sector 1, 2, 3 are (as far as I can tell) pretty similar to a standard Nebula in terms of their effects. Hyperspace Sector 4...
Showing results 76 to 100 of 139

 
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