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neofit
Forum:
Space Empires: IV & V
December 31st, 2006, 11:48 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Available for SE:V
I have found a Massive Shield Depleter in some ruins. According to the description, it's a "Massive gamma radiation beam that saps all of a target's shields but does no other damage".
As I...
Forum:
Space Empires: IV & V
December 29th, 2006, 04:41 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Available for SE:V
Can you please add a new colony type to ColonyTypes.txt? I use small low value planets for storage, and would like to name them "Storage Compound" or something like that. "Resource Colony" doesn't...
Forum:
Space Empires: IV & V
December 28th, 2006, 04:03 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Improvements
You mean it doesn't cheat even a little by lifting the fog of war even on the hardest setting? And then it cannot make plans that span more than one turn? I've always thought it did and was expecting...
Forum:
Space Empires: IV & V
December 28th, 2006, 03:15 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Available for SE:V
Of course it can. It DOES know where you are whether you want it or not, it has the whole game engine and planets database to find you. The same code that allows you to filter planets in the Alt-P...
Forum:
Space Empires: IV & V
December 28th, 2006, 08:39 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Available for SE:V
Though question since I don't exactly know what is feasible and what's not.
I'm in my 2nd game with 1.20 + BM 1.01. The first one, on normal difficulty settings was canceled at around turn 70,...
Forum:
Space Empires: IV & V
December 26th, 2006, 01:52 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Available for SE:V
v1.20, BM 1.01, 2nd new game. Discovered 10 AIs in the first game, but gave up when I got 10x the research of the next best race around turn 70. Started the 2ng game on Hard and Max bonuses,...
Forum:
Space Empires: IV & V
December 20th, 2006, 07:48 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Balance Mod Available for SE:V
Thanks for your hard work Kwok.
An amusing thing happened with the AI. I haven't played since 1.13, uninstalled the game, installed it anew, patched to 1.20 , installed the Balance Mod v1.01 and...
Forum:
Space Empires: IV & V
November 13th, 2006, 02:00 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Colony Types
Thanks for the info on migration Raapys. But am I the only one to be suprised that all of a sudden all of 181M immigrants can come onto my planet? It would be OK if for instance 5% can arrive and/or...
Forum:
Space Empires: IV & V
November 13th, 2006, 05:20 AM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Colony Types
I understand that the actual immigration process is abstracted by using an Immigration Rate percentage value. But how come I have 181M immigrants on the first turn after colonization, in 0.1 of a...
Forum:
Space Empires: IV & V
November 12th, 2006, 07:19 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Colony Types
Don't know if it's a SEV, a 1.13 or a Balance Mod 0.96 bug, but the migration figures seem a bit odd.
I play the humans, rock/oxygen, and have a migration clause with the methane-breating...
Forum:
Space Empires: IV & V
November 10th, 2006, 04:37 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Colony Types
... plus a Solar Sail for a small satellite using the "Satellite" design type http://forum.shrapnelgames.com/images/smilies/wink.gif. Same for a Defense Base. I can't add it manually though, it's not...
Forum:
Space Empires: IV & V
November 10th, 2006, 04:05 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Colony Types
When we click on 'Autocomplete' in the Ship Design window, do the components that are being automatically assigned to the ship depend on the mod, or is the feature hardcoded? Because I've just tried...
Forum:
Space Empires: IV & V
November 10th, 2006, 03:14 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: Ship speed calculations
I've tried changing "Ability 1 Amount 1 Formula" for the solar sail from 1 to 5. I still get no speed increase when I add one. Looks like it's pretty complicated, so I'll refrain from using solar...
Forum:
Space Empires: IV & V
November 10th, 2006, 02:19 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Ship speed calculations
The ship speed calculations seem a bit off. I am creating a remote miner in a Destroyer lvl3 hull. With 4x lvl1 Ion Engines he has a speed of 7. I remove an engine, the speed drops to 5. I add a lvl1...
Forum:
Space Empires: IV & V
November 10th, 2006, 12:41 PM
Replies:
1,561
Balance Mod Available for SE:V
Views:
190,913
Posted By
neofit
Re: MainStrings.txt
Great job Captain Kwok. My last save that took 6m50s to compute with 0.95 is now resolved in 30s in 0.96. I'm a bit wary of reducing the combat length to 150s though.
Showing results 1 to 15 of 15
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