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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Search Forums

Showing results 1 to 19 of 19
Search took 0.00 seconds.
Search: Posts Made By: Ed Kolis
Forum: Space Empires: IV & V February 14th, 2009, 03:08 PM
Replies: 1,561
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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

 
Forum Jump

All times are GMT -4. The time now is 11:30 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.