.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Search Forums

Showing results 151 to 175 of 407
Search took 0.01 seconds; generated 77 minute(s) ago.
Search: Posts Made By: Marty Ward
Forum: Space Empires: IV & V May 6th, 2001, 10:46 PM
Replies: 16
Views: 4,580
Posted By Marty Ward
Re: Blockade Runner ship class

I gave my little hulls, escorts, frigates and destroyers, a lot of extras in hope that they would stay useful throughout the game.
I gave them supply, like you suggested, extra movement, extra...
Forum: Space Empires: IV & V May 6th, 2001, 10:38 PM
Replies: 14
Views: 4,807
Posted By Marty Ward
Re: Using captured races for population

I think that you could move those 4m around indefinately.
Once you get a majority of the correct breathers on a planet you can queue the maximum facilities and replace them with any other type of...
Forum: Space Empires: IV & V May 6th, 2001, 10:33 PM
Replies: 10
Views: 3,012
Posted By Marty Ward
Re: Newbie

Hi,
There is no retreat from combat.
You can deploy satelites anywhere, you need to build a ship with satelite bays. A transport can be use and will allow you to carry extra satelites around but...
Forum: Space Empires: IV & V May 6th, 2001, 09:13 PM
Replies: 16
Views: 4,580
Posted By Marty Ward
Re: Blockade Runner ship class

You could assign the extra movement ability to the hull class, I did that to the escort to create a scout type ship. You can give it any amout of movement you want this way and not have it abused to...
Forum: Space Empires: IV & V May 6th, 2001, 09:07 PM
Replies: 44
Views: 7,464
Posted By Marty Ward
Re: Fighters are now unbalanced

The is a note in one file, the vehicle file I think, that says fighters are destroyed when they are out of supply. I have never had my fighters run out of supply but if this worked you could cause...
Forum: Space Empires: IV & V May 6th, 2001, 04:00 AM
Replies: 29
Views: 5,944
Posted By Marty Ward
Re: New Borg

Thanks
Forum: Space Empires: IV & V May 6th, 2001, 12:48 AM
Replies: 29
Views: 5,944
Posted By Marty Ward
Re: New Borg

I installed your Borg race and got a message about the Assimilator culture not found. What culture would best fit this race (I do not follow Star Trek)?
Forum: Space Empires: IV & V May 5th, 2001, 06:59 PM
Replies: 33
Views: 6,630
Posted By Marty Ward
Re: Starting facs for homeworlds...

I know that 9 shipyards on the homeworld caused the AI to pump out ships! Maybe I will try a few games with three yards on a homeworld, I think I could modify 2-3 AI's to get a feel for how they...
Forum: Space Empires: IV & V May 5th, 2001, 06:53 PM
Replies: 1
Views: 1,499
Posted By Marty Ward
Re: New AI for neutral empire

Sounds good. I always wanted more powerful neutrals. After all they only have to defend one system, they should provide a tough fight!
Forum: Space Empires: IV & V May 5th, 2001, 06:51 PM
Replies: 44
Views: 7,464
Posted By Marty Ward
Re: Fighters are now unbalanced

The point askan makes about fun is the most important point, I think. Since the game takes place in the future anything is possible. If one thing dominates the gameplay so much that the fun is...
Forum: Space Empires: IV & V May 5th, 2001, 03:10 AM
Replies: 82
Views: 12,714
Posted By Marty Ward
Re: Missiles: Do they ever miss???

Nuke AAA! Area damage should do great against fighters too. Lob one into a group of them and fighters in all adjacent squares could possibly take damage.
Forum: Space Empires: IV & V May 5th, 2001, 03:03 AM
Replies: 33
Views: 6,630
Posted By Marty Ward
Re: Starting facs for homeworlds...

I'm not to good at modding the AI files. I just look for the resupply facility and delete it? This must be done for each race I guess http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
If you...
Forum: Space Empires: IV & V May 4th, 2001, 04:23 AM
Replies: 9
Views: 2,907
Posted By Marty Ward
Re: SEIV CD Docs

I would recommend that you fight tactically until you get the hang of the game. It is the easiest to learn. Try one ship on one ship combat first. Left click on the map to move, left click on your...
Forum: Space Empires: IV & V May 3rd, 2001, 03:55 AM
Replies: 33
Views: 6,630
Posted By Marty Ward
Re: Starting facs for homeworlds...

I read somewhere that in an earlier Version of SE4 there was a bug/cheat involving multiple shipyards. Apparently you got the benefit of all the build capability of all shipyards on a planet. It...
Forum: Space Empires: IV & V May 3rd, 2001, 03:51 AM
Replies: 12
Views: 3,371
Posted By Marty Ward
Re: Having multiple fleets attack at once

Chewy, you're asking for tactical combat to be tactical http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
It would be cool to come in from both sides, I can see my buddies face as I take out...
Forum: Space Empires: IV & V May 3rd, 2001, 02:26 AM
Replies: 33
Views: 6,630
Posted By Marty Ward
Re: Starting facs for homeworlds...

While messing with the facilities file I found that I could get a large number of shipyards, resupply depots or spaceports on a homeworld by giving them research or mineral mining abilities. If they...
Forum: Space Empires: IV & V May 3rd, 2001, 02:20 AM
Replies: 82
Views: 12,714
Posted By Marty Ward
Re: Missiles: Do they ever miss???

That 10 billion increase in sensor power seems odd. It may be that the sensor power increases the closer the missile get to it's target but I don't think the increase is a simple multiplication...
Forum: Space Empires: IV & V May 2nd, 2001, 11:57 PM
Replies: 22
Views: 5,057
Posted By Marty Ward
Re: Bring back SE III Player Tech Levels!

Too bad http://www.shrapnelgames.com/ubb/images/icons/icon9.gif, it's a great idea.
Forum: Space Empires: IV & V May 2nd, 2001, 11:53 PM
Replies: 82
Views: 12,714
Posted By Marty Ward
Re: Missiles: Do they ever miss???

At least we know the reason behind the design idea.
Forum: Space Empires: IV & V May 2nd, 2001, 11:47 PM
Replies: 22
Views: 5,057
Posted By Marty Ward
Re: Bring back SE III Player Tech Levels!

Trachmyr,
Does that idea work?
You could create an unlimited number of combinations or you could even assign every tech branch a value, say 50 points for level 1 APB but 1000 points for level 1...
Forum: Space Empires: IV & V May 2nd, 2001, 04:10 AM
Replies: 82
Views: 12,714
Posted By Marty Ward
Re: Missiles: Do they ever miss???

If missiles were affected by the range (accuracy) modifier then you could tweak them to your liking. I don't know how hard it would be to change.
Forum: Space Empires: IV & V May 1st, 2001, 10:51 PM
Replies: 23
Views: 5,306
Posted By Marty Ward
Re: docking escorts

Maybe you could create a hull and give it the "Launched from ship" line in the vehicle file and then create a launcher. You probably couldn't prevent the launcher from being used for fighters but you...
Forum: Space Empires: IV & V May 1st, 2001, 10:31 PM
Replies: 44
Views: 7,464
Posted By Marty Ward
Re: Fighters are now unbalanced

Yep, typically AAA relyed on a wall of lead to bring down targets. If you judged efficiency by number of shots per hit the AAA was one of the most in-efficient weapon designs ever.
I don't have 1.35...
Forum: Space Empires: IV & V May 1st, 2001, 10:22 PM
Replies: 82
Views: 12,714
Posted By Marty Ward
Re: Missiles: Do they ever miss???

ECM was designed specifically to counter electronic/electrical devices. It should definately effect seekers. Maybe seekers could be given an ECCM ability that changed as the level increased. I don't...
Forum: Space Empires: IV & V May 1st, 2001, 04:51 AM
Replies: 4
Views: 1,505
Posted By Marty Ward
Re: Thoughts on planet defenses

They all work well as planet defenses. A mix of each type will probably hold off most attacks. The only differance with defending planets instead of warp points is that it takes a lot more...
Showing results 151 to 175 of 407

 
Forum Jump

All times are GMT -4. The time now is 12:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.