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Search: Posts Made By: zircher
Forum: Space Empires: IV & V October 8th, 2001, 09:02 PM
Replies: 98
Views: 12,058
Posted By zircher
Re: Vandron Shipset

There are programs that allow for CSG (constructive solid geometry) where you can do that Moray/POV Ray or Spazz3D are examples.

The DoGA CGA series is based on a parts metaphor. Easy to use,...
Forum: Space Empires: IV & V October 8th, 2001, 06:24 PM
Replies: 6
Views: 2,071
Posted By zircher
Re: Movay question

The sPatch home page is toast (again.) So, HamaPatch is probably the better way to go for stability's sake. If anyone is really keen on sPatch, I have an archive of Version 1.5 on CD somewhere.
--...
Forum: Space Empires: IV & V October 8th, 2001, 06:15 PM
Replies: 3
Views: 1,371
Posted By zircher
Re: the great space-race

Just some thoughts, is the finish line so far away that a fast/cheap colonizer would run out of supplies before reaching it and thus dropping to speed1? A single black hole at a choke point would...
Forum: Space Empires: IV & V October 8th, 2001, 06:05 PM
Replies: 98
Views: 12,058
Posted By zircher
Re: Vandron Shipset

To use 'SE4 logic' for a sec... If you're parked over a wormhole and an enemy comes through, your fleets are mixed and at short range from the start of battle. Call the appearance of the warp point...
Forum: Space Empires: IV & V October 5th, 2001, 05:15 PM
Replies: 98
Views: 12,058
Posted By zircher
Re: Vandron Shipset

Duh moment number two. The L3 file uses an external high resolution sphere to make the bLast look nicer. You can import external SUF files from the part menu in L3. You can either fish the...
Forum: Space Empires: IV & V October 5th, 2001, 05:06 PM
Replies: 98
Views: 12,058
Posted By zircher
Re: Vandron Shipset

Another good battle scene. Just to be helpful, I notice at least one of the explosions had a bLast ring around it. You might want to try changing the ring to a 2D disk or the ring object flattened...
Forum: Space Empires: IV & V October 2nd, 2001, 12:23 AM
Replies: 98
Views: 12,058
Posted By zircher
Re: Vandron Shipset

Layering the shield flares like an onion in order to get variable levels of transparency. If we can get L3 up and running, there is a gradient texture effect that is just great for shields.
--
TAZ
Forum: Space Empires: IV & V October 1st, 2001, 10:56 PM
Replies: 28
Views: 4,839
Posted By zircher
Re: OT-Favorite SE4 Moment!!!

Browsing the data directory and discovering how wonderfully configurable SE4 is. [Yeah, I'm a game design geek, attend the GDC every year, etc...] :-)
--
TAZ
Forum: Space Empires: IV & V October 1st, 2001, 08:26 PM
Replies: 18
Views: 3,066
Posted By zircher
Re: SE4 CD discussion

Just to head things off at the pass, I'm sure only original works will be acceptable. Malfador/Shrapnal probably isn't game to get their heads handed to them by overzealous lawyers from Lucas Films,...
Forum: Space Empires: IV & V October 1st, 2001, 08:18 PM
Replies: 29
Views: 5,506
Posted By zircher
Re: Ship Sets: How Do You Do Them?

For those with plenty of bandwidth, but hate to surf Japanese sites, here are the direct links to the latest Version of DoGA CGA L3. [The program is in English, even if the help file isn't.]

...
Forum: Space Empires: IV & V October 1st, 2001, 03:59 PM
Replies: 98
Views: 12,058
Posted By zircher
Re: Vandron Shipset

FYI, I'm something of a DoGA expert. So, if ya'll have questions about DoGA ( http://www.doga.co.jp/english/ ), feel free to drop me a line and I'll do my best to help.
--
TAZ
Forum: Space Empires: IV & V October 1st, 2001, 03:44 PM
Replies: 13
Views: 2,925
Posted By zircher
Re: Capture Ships

[insert twilight zone music]

Got a similar problem with the Fire on the Suns battle engine that I wrote, boarding parties are not considered weapons so some other weapon system needs to be present...
Forum: Space Empires: IV & V September 29th, 2001, 12:12 AM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

Cyrien:
> I am going to try for something a little
> more complex later... let you know if I
> get anything outa it. http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

Grand.

> The...
Forum: Space Empires: IV & V September 28th, 2001, 10:15 PM
Replies: 57
Views: 10,465
Posted By zircher
Re: OT: Enterprise...What did you think?

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rich04:
The biggest thing that bugged be was that the Klingon homeworld was only 80 hours away from earth at...
Forum: Space Empires: IV & V September 28th, 2001, 08:44 PM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

Cyrien's modifications are interesting. They generate the dense systems that I want. But, due to the nature of the beast, there is a randomness to the ordering. I can see the need to go 'low...
Forum: Space Empires: IV & V September 28th, 2001, 07:54 PM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Phoenix-D:
I think the best route for you would be email MM or Shrapnel and ask directly. They may or may not...
Forum: Space Empires: IV & V September 28th, 2001, 07:48 PM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by chewy027:
What would the combat be like? Wouldn't the tactical screen be full of planets all clustered around...
Forum: Space Empires: IV & V September 28th, 2001, 07:41 PM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

Kadste:
&gt; Would every system connect to all adjacent
&gt; systems, so you could freely around?

The current mapping idea is to connect each system map via six evenly space warp points so that each...
Forum: Space Empires: IV & V September 28th, 2001, 07:31 PM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

Cyrien:
&gt; Your problem interested me so I tried
&gt; something along those lines...

Thanks.

&gt;This is the result and the problems I saw
&gt; right off.
&gt;
&gt; First it doesn't display the star on...
Forum: Space Empires: IV & V September 28th, 2001, 04:36 PM
Replies: 19
Views: 3,275
Posted By zircher
Re: Custom map generation programs

Bingo! A very high density map with a dozen solar systems per system map. Basically the scale would be one light year or more per square. For example, Sol and all of its planets would just be a...
Forum: Space Empires: IV & V September 28th, 2001, 04:01 PM
Replies: 13
Views: 3,153
Posted By zircher
Re: Newbie/demo question

Nothing wrong with your map, I'm just being difficult. :-) Actually, I'm wanting to port a hand moderated PBEM game to SE4, so I have specific mapping and technology 'issues' to overcome. In some...
Forum: Space Empires: IV & V September 28th, 2001, 12:26 AM
Replies: 32
Views: 7,011
Posted By zircher
Re: Need Ai

Coolness. It's a good looking set of ships. Made them with DoGA CGA L2, yes? I need to turn more ship designers on to that program.
--
TAZ
Forum: Space Empires: IV & V September 27th, 2001, 09:54 PM
Replies: 19
Views: 3,275
Posted By zircher
Custom map generation programs

Playing around with the map editor, I found that there were certain map features that I'd like to add. I can do them manually, but it would take days or perhaps even weeks to make the kinds of maps...
Forum: Space Empires: IV & V September 27th, 2001, 09:07 PM
Replies: 13
Views: 3,153
Posted By zircher
Re: Newbie/demo question

Thanks. SJ's map is... interesting, but perhaps a bit too convoluted for what I want (being the simple wargamer that I am.) I found that laying the star systems on a hex grid renders the...
Forum: Space Empires: IV & V September 26th, 2001, 07:34 PM
Replies: 13
Views: 3,153
Posted By zircher
Re: Newbie/demo question

Hmmm, that might work. Such empty systems would represent the space between worlds and allow for 'deep space' combat. Multiple nodes would lengthen the journey. Thanks.

Perhaps I can set up an...
Showing results 151 to 175 of 180

 
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