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Showing results 201 to 225 of 500
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Posts Made By:
Captain Kwok
Forum:
Space Empires: IV & V
June 16th, 2008, 04:47 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
Facilities have higher priority than units, although sometimes if a planet has a Space Yard it might push vehicles ahead. Did you notice if there was a SY present?
Forum:
Space Empires: IV & V
June 15th, 2008, 11:57 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
In the upcoming v1.15, empires with technology racial traits will actually start off with them right from the beginning, so the research issue is no longer.
Population growth on domed colonies is...
Forum:
Space Empires: IV & V
June 12th, 2008, 10:09 PM
Replies:
10
Ver 1.74 patch with Balance Mod?
Views:
3,447
Posted By
Captain Kwok
Re: Ver 1.74 patch with Balance Mod?
Assuming the SE5 patches don't introduce bugs, it's usually quite fine.
Forum:
Space Empires: IV & V
June 11th, 2008, 10:16 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
Colony ships are never sent to a system that has a known enemy presence, regardless of whether or not it's marked as a system to avoid.
Forum:
Space Empires: IV & V
June 11th, 2008, 02:09 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
I've posted the v1.14b batch for the Balance Mod for use with the new v1.74 SE5 patch. I threw in a number of AI additions from the forthcoming BM v1.15 update as a bonus.
You MUST have v1.14a...
Forum:
SEIV
June 11th, 2008, 01:30 AM
Replies:
57
The Future of Space Empires IV
Views:
23,978
Posted By
Captain Kwok
Re: The Future of Space Empires IV
Neutrals in SE5 are more or less randomized in all their settings.
Forum:
Space Empires: IV & V
June 10th, 2008, 02:40 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
The latest SE5 patch is up:
http://www.malfador.com/se5patch.html
I'm not sure if BM v1.14a will work correctly with the new patch, so I'll try and post a v1.14b this evening.
v1.15 is not...
Forum:
Space Empires: IV & V
May 30th, 2008, 06:05 PM
Replies:
4
Using fleets
Views:
1,916
Posted By
Captain Kwok
Re: Using fleets
To accomplish different objectives (such as capture planet) or to organize a group of ships to maximize their strategy (such as missile ships at max range).
Forum:
Space Empires: IV & V
May 30th, 2008, 02:15 PM
Replies:
4
Using fleets
Views:
1,916
Posted By
Captain Kwok
Re: Using fleets
You wouldn't really do that. You'd through a couple of the PD ships in with each task force instead. The goal is just to have the PD ships interspersed amongst the other combat ships.
Forum:
SEV Modders Knowledge Base
May 29th, 2008, 01:35 PM
Replies:
8
How can I change the starting game year?
Views:
14,112
Posted By
Captain Kwok
Re: How can I change the starting game year?
That setting doesn't effect the game date, but rather the rate at which the system animations occur.
Forum:
SEIV
May 29th, 2008, 01:34 PM
Replies:
57
The Future of Space Empires IV
Views:
23,978
Posted By
Captain Kwok
Re: The Future of Space Empires IV
You could argue that releasing the SE4 source code and the subsequent free user compiled versions would hurt sales of any future Space Empires title. So I could see some reluctance on MM's part if...
Forum:
Space Empires: IV & V
May 28th, 2008, 10:16 AM
Replies:
13
Orders/formations: fleets, task forces, and ship
Views:
3,559
Posted By
Captain Kwok
Re: Orders/formations: fleets, task forces...
Note that the Point-Defense Ship design type only exists in a couple of mods and not in the stock game.
In response to your earlier question, It's more or less like SE4, in that your PD ship needs...
Forum:
Space Empires: IV & V
May 27th, 2008, 02:31 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
Here's the current v1.15 changelog...
<font class="small">Code:</font><hr /><pre>
Version 1.15 (xx June 2008)
---------------------------
xx. Changed - Slight revision to Small Shield...
Forum:
Space Empires: IV & V
May 27th, 2008, 02:08 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod
Here's the latest scoop on v1.15:
Added a new minister of ship naming. Players can use this guy to auto rename ships after retrofit. For example, if the ship "Tiger 0005" of the "Tiger" design is...
Forum:
Space Empires: IV & V
May 27th, 2008, 01:55 AM
Replies:
13
Orders/formations: fleets, task forces, and ship
Views:
3,559
Posted By
Captain Kwok
Re: Orders/formations: fleets, task forces...
It's getting there...
Forum:
Space Empires: IV & V
May 26th, 2008, 11:58 PM
Replies:
13
Orders/formations: fleets, task forces, and ship
Views:
3,559
Posted By
Captain Kwok
Re: Orders/formations: fleets, task forces...
No. It's not based on design type, but some sort of internal game classification presumably based on component abilities or vehicle hulls.
Forum:
Space Empires: IV & V
May 26th, 2008, 11:16 PM
Replies:
13
Orders/formations: fleets, task forces, and ship
Views:
3,559
Posted By
Captain Kwok
Re: Orders/formations: fleets, task forces...
If the strategy the task force is using specifies "break formation", then the ships will go on their own course, otherwise they try and remain in their formation.
Targeting priority order is...
Forum:
Space Empires: IV & V
May 26th, 2008, 10:13 PM
Replies:
13
Orders/formations: fleets, task forces, and ship
Views:
3,559
Posted By
Captain Kwok
Re: Orders/formations: fleets, task forces...
Task force formations and strategies will be applied to all ships of that task force. If the ships are set to break formation, then no formation is used. Can't recall how fleet formations are...
Forum:
Space Empires: IV & V
May 25th, 2008, 12:45 AM
Replies:
136
Random Questions
Views:
28,395
Posted By
Captain Kwok
Re: Random Questions
Yes, all 3 types are more or less equal.
Forum:
Space Empires: IV & V
May 22nd, 2008, 10:09 AM
Replies:
5
BM+FQM bug
Views:
2,118
Posted By
Captain Kwok
Re: BM+FQM bug
Does the auto complete function design other ship types correctly?
Forum:
Space Empires: IV & V
May 22nd, 2008, 10:08 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
342,472
Posted By
Captain Kwok
Re: Balance Mod Available for SE:V
It's just the way the stock sets were made.
Forum:
Space Empires: IV & V
May 21st, 2008, 04:03 PM
Replies:
136
Random Questions
Views:
28,395
Posted By
Captain Kwok
Re: Random Questions
You also get a facility that increases your combat accuracy for all ships and units in a solar system.
In the Balance Mod, TSYs can outproduce normal SYs by 50% at max tech.
Forum:
Space Empires: IV & V
May 20th, 2008, 08:04 AM
Replies:
5
BM+FQM bug
Views:
2,118
Posted By
Captain Kwok
Re: BM+FQM bug
The auto complete uses part of the AI's design script. Do you recall if you selected an AI minister style?
Forum:
Space Empires: IV & V
May 18th, 2008, 03:47 PM
Replies:
4
Max Plague Level?
Views:
2,032
Posted By
Captain Kwok
Re: Max Plague Level?
You can more plague levels in DamageTypes.txt, not sure exactly how the plague level is translated into deaths on the planet.
Forum:
Space Empires: IV & V
May 15th, 2008, 04:51 PM
Replies:
78
Warning! Do NOT apply XP SP 3!
Views:
16,393
Posted By
Captain Kwok
Re: Warning! Do NOT apply XP SP 3!
This is also a wee bit off topic, but involves calling up Task Manager. I know you can access task manager via CTRL+ALT+DEL, but I recall reading about another key sequence that brings up task...
Showing results 201 to 225 of 500
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