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Search: Posts Made By: jc173
Forum: Space Empires: IV & V May 17th, 2001, 12:36 AM
Replies: 21
Views: 4,681
Posted By jc173
Re: Capturable Racial Techs

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Will:
Is the intermediate tech area really necessary? It should work the same without it, except the...
Forum: Space Empires: IV & V May 16th, 2001, 11:16 PM
Replies: 35
Views: 8,800
Posted By jc173
Re: really big games

LCC you can probably just delete the Posts, just click on edit option below each post then check the delete checkbox when the new screen loads.
Forum: Space Empires: IV & V May 16th, 2001, 09:34 PM
Replies: 35
Views: 8,800
Posted By jc173
Re: really big games

Seems to be an error with the link to the map file. I'm getting some kind of internal server error, anyone else having this problem?
Forum: Space Empires: IV & V May 16th, 2001, 09:28 PM
Replies: 35
Views: 8,800
Posted By jc173
Re: really big games

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
Some of the Posts I have been reading mention races available in mod packs. Are they really better than...
Forum: Space Empires: IV & V May 16th, 2001, 10:08 AM
Replies: 21
Views: 4,681
Posted By jc173
Re: Capturable Racial Techs

I can post the techarea.txt file in the mod archive which is where the major changes are, but I don't think my AI files will be useful for you since I'm using a heavily and scrambled up modified...
Forum: Space Empires: IV & V May 16th, 2001, 09:45 AM
Replies: 12
Views: 3,379
Posted By jc173
Re: Is this a bug??

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Magnum357:
Because Afterburners only work in Tactical Combat. They provide zip for Strategic (map) movement. ...
Forum: Space Empires: IV & V May 16th, 2001, 04:58 AM
Replies: 21
Views: 4,681
Posted By jc173
Re: Capturable Racial Techs

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Aussie Gamer:
Any thoughts on the MOO2 tech level that allowed you to alter your race DNA and change some of...
Forum: Space Empires: IV & V May 16th, 2001, 04:45 AM
Replies: 21
Views: 4,681
Posted By jc173
Re: Capturable Racial Techs

Ah ok I see your point, but don't worry it's not that bad. In my current game I have "acquired" temporal weapons up to level 2. I can use the level 1 and 2 weapons and repair them, but I cannot...
Forum: Space Empires: IV & V May 16th, 2001, 03:22 AM
Replies: 21
Views: 4,681
Posted By jc173
Re: Capturable Racial Techs

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Marty Ward:
Isn't that penalizing the race that chooses the Organic or Crystal trait? They cannot benefit as...
Forum: Space Empires: IV & V May 16th, 2001, 02:54 AM
Replies: 21
Views: 4,681
Posted By jc173
Re: Capturable Racial Techs

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Tech A is a racial tech
Tech B is a normal tech that requires tech A, level 1
Tech C is a...
Forum: Space Empires: IV & V May 16th, 2001, 01:21 AM
Replies: 21
Views: 4,681
Posted By jc173
Capturable Racial Techs

I just tried out a suggestion someone posted awhile back, and it seems to work out if someone else wants to try it out. I changed a few of the racial techs, crystalline, organic, and temporal so...
Forum: Space Empires: IV & V May 14th, 2001, 11:13 PM
Replies: 9
Views: 2,263
Posted By jc173
Re: computer difficulty and bonus

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by raynor:
I don't think the AI gets extra resources as part of the bonus level. Rather, I think they get a faster...
Forum: Space Empires: IV & V May 14th, 2001, 12:10 PM
Replies: 4
Views: 2,018
Posted By jc173
Re: How do I use the mods?

Ok in your example you used the absolute path to the mod folder, you don't need that just the name, I think the relative path will work too ie \mod. But I just use the name usually and it works out...
Forum: Space Empires: IV & V May 13th, 2001, 11:41 PM
Replies: 28
Views: 6,251
Posted By jc173
Re: Need help against Rage Collective !!!

For the first time ever I have had to research stellar manip and cut myself off from most of the galaxy. The Rage and the TDM Piundon are making a shambles of my empire's northern borders. I know...
Forum: Space Empires: IV & V May 13th, 2001, 11:30 PM
Replies: 5
Views: 1,642
Posted By jc173
Re: Custom Ship types

Couldn't this be done by changing majority or secondary comp ability to equal point defense instead of weapon like on most attack/defense ships then specifying the spaces per one?
Forum: Space Empires: IV & V May 13th, 2001, 11:22 PM
Replies: 36
Views: 8,204
Posted By jc173
Re: Could someone explain:

Wouldn't you have to create a new set of indices or pointers for each race with that method? Unless I'm misunderstanding what you mean by spatial index
Forum: Space Empires: IV & V May 13th, 2001, 11:15 PM
Replies: 2
Views: 1,620
Posted By jc173
Re: neutrals expansion mod?

Ok thanks for the pointer found it, will have to see how that works out. Kind of tired of the same neutrals acting psychotic all the time and getting wiped out.
Forum: Space Empires: IV & V May 13th, 2001, 11:59 AM
Replies: 36
Views: 8,204
Posted By jc173
Re: Could someone explain:

Even if all the galaxy data is stored in a database, isn't it still going to be slow? The game engine will have to load up relevant data from disk\database to main memory for the AI's so they can...
Forum: Space Empires: IV & V May 13th, 2001, 10:44 AM
Replies: 9
Views: 2,300
Posted By jc173
Re: TDM-modpack compatability question:

Regarding use of smaller hulls, most AI's will use the largest hull available normally. However some of the TDM races have been modded so that they construct ships of the same type in different...
Forum: Space Empires: IV & V May 13th, 2001, 12:35 AM
Replies: 2
Views: 1,620
Posted By jc173
neutrals expansion mod?

Didn't someone post a newutral's expansion about a month back? I've been digging around in the mod archive, but I can't find it.
Forum: Space Empires: IV & V May 12th, 2001, 10:50 PM
Replies: 14
Views: 4,145
Posted By jc173
Re: Newbie Repair question

Yes you can break down a ship and analyze its components and it will give you research bonuses for the technologies that the ship contains. You can't acquire racial or unique techs this way though.
Forum: Space Empires: IV & V May 12th, 2001, 10:35 PM
Replies: 4
Views: 1,966
Posted By jc173
Re: Problem with retrofitting.

Could you make an intermediate design that incorporates the mount changes you want, but leaves out 1 small component like one armor component or something else small then retrofit again to your...
Forum: Space Empires: IV & V May 11th, 2001, 04:40 AM
Replies: 4
Views: 2,198
Posted By jc173
Re: Max number of units, how to change this?

My mistake I currently limit units to 5000 and ships to 3500. I used to max units at 2000 and had something lower for ships maybe 800, for some reason I was stuck on thinking about 3500. Anyways I...
Forum: Space Empires: IV & V May 11th, 2001, 04:27 AM
Replies: 33
Views: 7,056
Posted By jc173
Re: Requesting feedback on \'Expansion Pack\'

I kind of miss the Space Monster event from MOO. I especially like the ghost ship idea. I think that monsters definately need to have a setting for whether or not they can be boarded, doesn't make...
Forum: Space Empires: IV & V May 10th, 2001, 09:14 PM
Replies: 16
Views: 4,053
Posted By jc173
Re: Pods

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by nerfman:

Making external mounts ammo is something I like, but it does have one querky drawback. Armor...
Showing results 76 to 100 of 248

 
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