Log in

View Full Version : Space Empires: IV & V


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 [60] 61 62 63 64 65 66 67 68

  1. PBEM helper now available (79 replies)
  2. random events bug !! (2 replies)
  3. SE4 tournament sites (4 replies)
  4. Minesweeping is not working with cloaked shpis (0 replies)
  5. Sphereworld construct save here (0 replies)
  6. Shield Regeneration dosent work (6 replies)
  7. New eyecandy (4 replies)
  8. Ai races not using design name file specified in _ai_general.txt file (19 replies)
  9. Star Trek Mod Ver 1.0 available in the mod forum. (2 replies)
  10. Does Anyone Use Escorts? (27 replies)
  11. TDM Modpack 1.61 minor typo in Narn shipset (2 replies)
  12. Allow me to share my gratitude (modders) (0 replies)
  13. Global 100 PC Games (1 replies)
  14. My one major gripe! (10 replies)
  15. New update? (1 replies)
  16. New New Newest patch info ;). (30 replies)
  17. A Question for the Modders (3 replies)
  18. where do they come from (3 replies)
  19. Sol Type Systems (1 replies)
  20. Central Computer Complexes -- am I missing something? (15 replies)
  21. Special (2 replies)
  22. Fleet vs Individual ships (0 replies)
  23. Resource Mod - comments? (0 replies)
  24. A Question About Anger (5 replies)
  25. OUCH! PLANETS ANGRY. PLEASE HELP! (20 replies)
  26. The Rage Collective 1.1 (19 replies)
  27. Suggestions to Improve Ground Combat Engine (6 replies)
  28. AI ship names (1 replies)
  29. Regarding the Shipping of SE4 (5 replies)
  30. Another question... (0 replies)
  31. Design type & Strats. (10 replies)
  32. .emp file ? and ai attack more ? (3 replies)
  33. Hydrea, a note on your sol system mod forum post. (0 replies)
  34. AI Tactical Combat Suggestions (mildly long) (0 replies)
  35. Making 90 ton fighters causes Range Check Error in combat... (8 replies)
  36. Combat Movement: How is it calculated ? (3 replies)
  37. Mine setting (4 replies)
  38. AI Surrender (11 replies)
  39. How do I make the game hard? (14 replies)
  40. V1.30d Research Files and AI_Design Creation Files Mod (0 replies)
  41. Default files (5 replies)
  42. Remote mining reduces production? (19 replies)
  43. AI Racial Traits (4 replies)
  44. United Space Empires Fans (1 replies)
  45. lack of resource bug (8 replies)
  46. Taking a second look (4 replies)
  47. pre-ringworld construct save (22 replies)
  48. After Action Reports (AARs) (0 replies)
  49. Minesweepers (14 replies)
  50. Map Editor cometh ;). (18 replies)
  51. Has anyone tried ZippyMod_Ver14? (1 replies)
  52. Help this newbie; the docs for this game are vague (13 replies)
  53. Mod Packers - Research File Issues - EA & Toron (13 replies)
  54. Tactical Combat in a PBEM Game (2 replies)
  55. Strange things (2 replies)
  56. "natural decrease" in anger and happiness files (4 replies)
  57. Suggestions for better AI resource management and better Ground combat (20 replies)
  58. A new AI Minister? (6 replies)
  59. AI permission please(Daynarr) (2 replies)
  60. Retrofit in PBEM games (7 replies)
  61. Error on www.Shrapnelgames.com (5 replies)
  62. Aaarrgh! Warp closer question... (5 replies)
  63. Combat Simultor Bug?? (4 replies)
  64. Am I the only person who thinks the Emotionless racial trait is a bit pricey? (16 replies)
  65. Bug? (1 replies)
  66. Couple of tech/tactics questions (4 replies)
  67. Using Carriers as supply ships (0 replies)
  68. Mercy from the AI? (1 replies)
  69. Is real time play vs humans feasible? (1 replies)
  70. Is AI/ministers worthless for pop relocation? (14 replies)
  71. Combat: Strategic vs. tactical (17 replies)
  72. Capturing planets w/troops? (6 replies)
  73. Are some techs/wepons useless? (17 replies)
  74. FIghter missile pods, too powerful? (14 replies)
  75. demo pronlems (7 replies)
  76. drones? (3 replies)
  77. PBEM Stories (8 replies)
  78. Internet multiplayer? (1 replies)
  79. Is anyone actually playing this vs actual people? (12 replies)
  80. Happiness File (0 replies)
  81. "Mega Evil Empire" triggering (12 replies)
  82. Ship moral/free will? (2 replies)
  83. help please.. with cargo/supply cap mod (1 replies)
  84. The Rage Collective Version 1.0 (35 replies)
  85. New weapons help document & HTML template (27 replies)
  86. Star Blazers (7 replies)
  87. Is it just my computer? (7 replies)
  88. My incredible bad luck (3 replies)
  89. genocide vs ground assault (13 replies)
  90. AI Colonization Techs (6 replies)
  91. odd 1.30 observation (16 replies)
  92. Race_AI_Politicts.txt (6 replies)
  93. using multiple mods (1 replies)
  94. Is cloaking worth-while? (1 replies)
  95. War points and black holes (11 replies)
  96. Would someone please make this mod...... (4 replies)
  97. new colony techs/components (5 replies)
  98. air traffic control sim hahahaha! (1 replies)
  99. What's the latest on PBEM or Network? (0 replies)
  100. Really Stupid Range Check Error (11 replies)
  101. Error with Fazrah race? (6 replies)
  102. THE NEXT MODPACK??? (5 replies)
  103. Scores, how to avoid MEE ? (5 replies)
  104. SHRAPNEL RULES!! (0 replies)
  105. GPF error message, game crashed (8 replies)
  106. Universal Shipyard is back, hurra ! (0 replies)
  107. strange bug with TDM 1.61 (1 replies)
  108. Trade? (6 replies)
  109. Starfire? (3 replies)
  110. My research mods. (9 replies)
  111. STAR TREK: The Space Empires IV Modification... (13 replies)
  112. Good Information (2 replies)
  113. Trouble with empty sectors (1 replies)
  114. Using Carriers as supply ships (1 replies)
  115. Using Mods (1 replies)
  116. New Eyecandy files (1 replies)
  117. One reason for strange AI attack behavior (17 replies)
  118. Started playing (5 replies)
  119. Boarding Parties (12 replies)
  120. State of the game: experience reports (long) (18 replies)
  121. question about games setup and AI_general file (2 replies)
  122. Warp Speed (26 replies)
  123. Murderous Aliens (20 replies)
  124. grit-tech (55 replies)
  125. Poll - What Mods are you using? (13 replies)
  126. New Idea for PD (13 replies)
  127. Black Holes Mr. Rico! Millions of 'em (3 replies)
  128. Has Anyone ever successfully added a new Racial Trait? (10 replies)
  129. Help DMan Mod author (0 replies)
  130. When AI cloaks... does it work? (10 replies)
  131. Question to Tampa Gamer about Darlok (2 replies)
  132. Warp Point defence (26 replies)
  133. combat movement (2 replies)
  134. The Spoogy Federation is returning... (0 replies)
  135. Ack!! Where can we get all those wonderful shipsets from now?!?!?! (0 replies)
  136. this sux!!! argh.... (4 replies)
  137. Trek fans, Name the Founder leader (5 replies)
  138. Mothballing, retrofit etc in simultanous games ! (9 replies)
  139. Racial Profiling... (0 replies)
  140. Fighter Groups (3 replies)
  141. Using mod races (2 replies)
  142. phased polaron beam (8 replies)
  143. Active Scanning Component (2 replies)
  144. Beta Testers for Piundon Mod (2 replies)
  145. detecting cloaked ships (5 replies)
  146. Fleet tactics question (0 replies)
  147. AI Tech Queue Modder Update (0 replies)
  148. AI on fighters. Booo (3 replies)
  149. Where to find shipset AI's (1 replies)
  150. General Question (5 replies)
  151. AI Ship Design Modder (13 replies)
  152. Manual help (0 replies)
  153. Research/DesignCreation mod reposted (0 replies)
  154. AI Tech Queue Modder Update (0 replies)
  155. AI scripting challenge (7 replies)
  156. AI facility construction problem (0 replies)
  157. Some newbie thoughts... (10 replies)
  158. Game Locking Up...Urghhh (10 replies)
  159. Star Trek Races (8 replies)
  160. Why in the world..... (7 replies)
  161. Simultanous movement question (4 replies)
  162. Did PDC's go down in damage / range? (0 replies)
  163. I find it distressing.... (19 replies)
  164. Beta testers wanted! (4 replies)
  165. Off Topic Best Theme Music (1 replies)
  166. what is max non-crashing amount for finite resource games (0 replies)
  167. How do i edit technology level advances numbers (2 replies)
  168. New planets found so far - Aren't they all Gas Giants? (7 replies)
  169. Why am I getting a "Run Syntax Error?" (2 replies)
  170. Custom Race Designers: Please post races to Shrapnels Mods (2 replies)
  171. AI design and facility questions (1 replies)
  172. Odd RCE (0 replies)
  173. Question about initial # of planets setting (7 replies)
  174. Congratulations Mod Packers on Earth Alliance and Xi Chung (6 replies)
  175. Invalid Index (2 replies)
  176. AI diplomacy problems (2 replies)
  177. Race Stats - Vocational Aptitude. (1 replies)
  178. Please help (3 replies)
  179. Sundevil's Mod Compatibility (9 replies)
  180. Protecting Planets (17 replies)
  181. wondering (5 replies)
  182. All Modders - Questions about Neutral Races. (3 replies)
  183. Tech Queue Modder -YATQM V1.30- Posted (0 replies)
  184. Ground Combat - anyone use it? (15 replies)
  185. maximum number of races (10 replies)
  186. How good is the TDM Modpack? (0 replies)
  187. Setting/Game Preferences? (1 replies)
  188. what i do wrong re: tdm 1.61 (4 replies)
  189. AI Tech Queue Modder (0 replies)
  190. YATQM V1.25 feat. Easy Installation (1 replies)
  191. combat modifiers: stealth armor + ECM? (20 replies)
  192. Robo miners/Remote Mining maintenance Reduction (20 replies)
  193. Secret of the 89 Movement point BaseShip (28 replies)
  194. Latemod Version 0.2 (5 replies)
  195. "petition" for MM to add starting techs (15 replies)
  196. Mephisto 1.61 Mod, help!!!!!! (1 replies)
  197. New evil race portrait... (6 replies)
  198. attention: BSG fans (27 replies)
  199. Plasma Torps (19 replies)
  200. AI Tech Queue Modder Bugfixes Galore (2 replies)
  201. System names and stuff (1 replies)
  202. Warp-points and warp manipulation (0 replies)
  203. Unique racial tech trees not individual techs (11 replies)
  204. help missing weapon mounts (5 replies)
  205. A mod FAQ? (0 replies)
  206. Universal Shipyards down? (10 replies)
  207. How to make AI build better ships (0 replies)
  208. Newbie Questions. For the love of GOD: help me. *whimper* (6 replies)
  209. Show Distnces (1 replies)
  210. Mod Permissions (3 replies)
  211. Loading saved MAPS (2 replies)
  212. Detection of Weapon Platforms (9 replies)
  213. Tech Queue Modder Bugfix (0 replies)
  214. YATQM V1.20 posted (2 replies)
  215. Colony Ship Capture impossible! (10 replies)
  216. shields and phased sheilds? (7 replies)
  217. What's the most important thing to research? (15 replies)
  218. Is only 1 file changed in this patch? (3 replies)
  219. AI Facility Construction Follies.... (7 replies)
  220. Component Modder Update/Bugfix (0 replies)
  221. Zeno's AI Tech Queue Modder Update (1 replies)
  222. Map Fun! (2 replies)
  223. Some things I would love to be changed/added... (long) (0 replies)
  224. Personality Groups in 1.30 (3 replies)
  225. Cloaking: Use of supplies (1 replies)
  226. 1.30 : Whats altered ? (0 replies)
  227. Happiness racial characteristics in v1.27 (0 replies)
  228. Attention: All Mod Guru's (4 replies)
  229. 1.30 : Whats altered ? (1 replies)
  230. Personality Group (2 replies)
  231. outdated engines (6 replies)
  232. typo in 1.30 (14 replies)
  233. Organic armor or shields? (4 replies)
  234. -100% production for jubilant pop.? (5 replies)
  235. Research Strategies (6 replies)
  236. New YATQM V1.10 posted (0 replies)
  237. Now that's what I call unlucky! (3 replies)
  238. Formation Editor Posted (3 replies)
  239. New Manual?? (18 replies)
  240. Another newbie Question...weapon mounts (6 replies)
  241. No comparison to MOO2 (22 replies)
  242. Temporary Patch Problems... (7 replies)
  243. Zeno - AI Tech Modder Question (2 replies)
  244. Climate Control Facility ? (14 replies)
  245. Yet Another Tech Queue Modder posted (0 replies)
  246. Med Lab / Plague working correctly? (3 replies)
  247. What is the use of the 'Custom Group' field? (3 replies)
  248. Richard - patch-link still does not work (0 replies)
  249. Extreme OT: How to make your heart leap out of your chest. (0 replies)
  250. What a beautiful sight.... (12 replies)