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Posts Made By:
Ed Kolis
Forum:
Space Empires: IV & V
February 14th, 2009, 03:08 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Available for SE:V
This bug in the random research script, was it present in the original scripts that SJ and I wrote, or is it something specific to your version of it? If the former, SJ and I might want to fix it too...
Forum:
Space Empires: IV & V
October 13th, 2008, 08:56 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Available for SE:V
1.15? Hmm, when I was beta testing that version, I noted the same problem, and Kwok said that combat replays were disabled temporarily in Settings.txt, but that he'd turn them back on before...
Forum:
Space Empires: IV & V
June 12th, 2008, 09:35 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Sorry, I was talking about a minister for human players to use, not part of the AI...
Forum:
Space Empires: IV & V
June 11th, 2008, 03:10 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Hmm, something like that might be handy for human players too... I suppose you couldn't do anything to actually warn players when they issue the order, but maybe a minister that checked all...
Forum:
Space Empires: IV & V
March 12th, 2008, 11:36 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Boarding parties do not require additional life support.
As for climate control facilities, I think it's any game turn with a zero after the decimal point.
Forum:
Space Empires: IV & V
March 8th, 2008, 02:48 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Platforms don't actually use supply or ordnance in space combat, and I believe the only platform-mountable weapons that can even target anything in ground combat AND use supplies or ordnance are the...
Forum:
Space Empires: IV & V
February 26th, 2008, 10:09 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Trade modifier ability?
Forum:
Space Empires: IV & V
November 12th, 2007, 10:33 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Speaking of quirks like that, I researched Warheads, Mines, and Weapon Destroying Weapons to level 1, and got Tachyon Warheads... but the warheads' requirements description say they require level 6...
Forum:
Space Empires: IV & V
October 28th, 2007, 06:15 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Updates
Say, TakAhLah and I are having trouble getting a PBW game started... it's an EOTU game between me and Gusset where TakAhLah is the host, and I can't seem to load the first turn. I tried reinstalling...
Forum:
Space Empires: IV & V
October 18th, 2007, 11:12 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod v1.10
Components.txt
Forum:
Space Empires: IV & V
October 2nd, 2007, 02:04 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: A few observations
LOL, you're right about the treaty elements! I must have been thinking about victory conditions or something http://forum.shrapnelgames.com/images/smilies/tongue.gif
Oh, the boarding parties do...
Forum:
Space Empires: IV & V
October 2nd, 2007, 12:40 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: A few observations
Re: frigate/destroyer transition - I think moving medium-light hulls to level 2 of light hulls would be a good idea.
Re: boarding components - yes, exactly what SaberCherry said - they are either...
Forum:
Space Empires: IV & V
August 24th, 2007, 02:55 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod
Very nice changelist! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Wasn't it that way in stock? Didn't you increase it to 10kT to make adding armor to ships less repetitive and...
Forum:
Space Empires: IV & V
June 5th, 2007, 01:13 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Available for SE:V
Or perhaps Aaron just needs to rewrite the combat engine to keep the logic rate *independent* of the framerate... this is how most modern games are developed...
Forum:
Space Empires: IV & V
June 4th, 2007, 11:48 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Available for SE:V
I would imagine it controls the ratio between the "frame rate" and the "logic rate" of combat - if you set it to a higher number, the game would (assuming it's actually implemented) compute the...
Forum:
Space Empires: IV & V
April 13th, 2007, 04:16 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod v1.06 Discussion
Whoa, AI scripts are in themselves "moddable" - they can read external text files to configure themselves? That is just... wow...
Forum:
Space Empires: IV & V
March 31st, 2007, 08:15 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod v1.05 Available!
Is the Engineers culture supposed to INCREASE maintenance costs?
Forum:
Space Empires: IV & V
January 17th, 2007, 06:06 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Available for SE:V
There is no "Hearty Merchants" trait - there is "Natural Merchants" (which is the one you want) and also "Hearty Industrialists" (which increases planetary spaceyard construction rate)...
Forum:
Space Empires: IV & V
October 11th, 2006, 04:25 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,831
Posted By
Ed Kolis
Re: Balance Mod Available for SE:V
Ever heard of the Fall from Heaven mod for Civ4? Turns Civ4 into a fantasy game complete with elves, dwarves, undead, etc. http://forum.shrapnelgames.com/images/smilies/wink.gif
Showing results 1 to 19 of 19
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