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Search: Posts Made By: marhawkman
Forum: Space Empires: IV & V July 18th, 2007, 07:51 PM
Replies: 6
Views: 873
Posted By marhawkman
Re: AI research script??

So why is it the AIs don't research research?
Forum: SEV Scenarios and Mods July 18th, 2007, 07:49 PM
Replies: 2
Views: 5,038
Posted By marhawkman
Forum: SEIV July 14th, 2007, 11:46 AM
Replies: 12
Views: 1,846
Posted By marhawkman
Re: SectType.txt

One thing I did was to create a solar system but give it the Nebula system type. that makes it very easy to pick out of the rest. (well I did that in SEV, not sure about IV) another fun idea is a...
Forum: Space Empires: IV & V July 14th, 2007, 11:39 AM
Replies: 31
Views: 2,209
Posted By marhawkman
Re: SE5 Patch 1.44 Released

Actually after reading the log of things fixed in the past, I don't really expect him to explain what the bugs were.
Forum: SEV Scenarios and Mods July 13th, 2007, 07:07 PM
Replies: 2
Views: 4,632
Posted By marhawkman
Re: Migration Q

Actually I've tested it. It adds one Pop of the race that is the ship's crew. This is actually a useful feature as it allows you to hijack colony ships of other races and use them to get that race...
Forum: SEIV July 13th, 2007, 06:42 PM
Replies: 24
Views: 4,651
Posted By marhawkman
Re: SE4 weapon index

Unless you research better lifesupport/crewquarters/engines/sensors/etc. :p

I usually make ships with at least one solar panel and either use Organic missiles or a beam weapon. Electric discharge...
Forum: SEV Scenarios and Mods July 13th, 2007, 06:36 PM
Replies: 2
Views: 4,632
Posted By marhawkman
Migration Q

Is it possible to change migration behavior? It a pain having multiple atmosphere types in your empire and having to manually rearrange people to get the right race for the planet's atmosphere.
...
Forum: Space Empires: IV & V July 9th, 2007, 02:56 PM
Replies: 39
Views: 3,479
Posted By marhawkman
Re: Man, it\'s just not there.

Yeah I did like that method of Retreat too. It actually made sense.
Forum: Space Empires: IV & V July 6th, 2007, 03:06 PM
Replies: 39
Views: 3,479
Posted By marhawkman
Re: Man, it\'s just not there.

IMO they need to fix the crash issues. that and certain aspects of game design seem illogical. the way the game sorts things needs a bit of work.

And most importantly... BRING BACK SECTOR...
Forum: Space Empires: IV & V July 6th, 2007, 02:55 PM
Replies: 1,561
Views: 189,949
Posted By marhawkman
Re: Balance Mod

So where is the list of all the stuff that got changed?
Forum: Space Empires: IV & V July 5th, 2007, 10:54 PM
Replies: 89
Views: 5,700
Posted By marhawkman
Re: Introducing the iPhone...

BTW... do these thing actually work yet?
Forum: SEIV Scenarios and Mods July 2nd, 2007, 08:56 PM
Replies: 9
Views: 6,454
Posted By marhawkman
Re: Small Ships mod

Yeah... I've discovered that fleets of small ships tend to get picked off one by one very easily.
Forum: SEIV Scenarios and Mods June 30th, 2007, 06:01 PM
Replies: 9
Views: 6,454
Posted By marhawkman
Re: Small Ships mod

I guess I'm too much of a fan of building Massive Dreadnauts of Doom, and sending one to take over enemy space.
Forum: SEIV Scenarios and Mods June 26th, 2007, 08:04 PM
Replies: 9
Views: 6,454
Posted By marhawkman
Re: Small Ships mod

"Mature"? So what'd the point of forcing people to use tiny ships?
Forum: SEV Modders Knowledge Base June 25th, 2007, 07:20 PM
Replies: 5
Views: 8,854
Posted By marhawkman
Re: Being able to add a sphere world to the start

So you basically copied it?

my experiments have come to the conclusion that you'd need to otherwide you'll only end up spawning them in random locations. (very annoying)

Also I think you'd need...
Forum: SEV Scenarios and Mods June 24th, 2007, 10:14 PM
Replies: 0
Views: 4,406
Posted By marhawkman
Galactic shrapnel mod.

Still in progress, but I'm working on making it a galaxy dominated by asteroids.
Showing results 1 to 16 of 16

 
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