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Search: Posts Made By: Jeb
Forum: Space Empires: IV & V December 20th, 2000, 07:08 PM
Replies: 2
Views: 444
Posted By Jeb
Any plans to update the demo?

AFAIK, the new patches don't work for the demo. Since there are a fair number of bugs in the demo, it might scare away potential SEIV buyers. Are there any plans to release an updated Version?
Forum: Space Empires: IV & V December 7th, 2000, 05:41 AM
Replies: 9
Views: 990
Posted By Jeb
Re: Some suggestions

You can also set the next/previous button to stop only once per square in the empire options screen.
Forum: Space Empires: IV & V November 9th, 2000, 06:59 PM
Replies: 73
Views: 6,399
Posted By Jeb
Re: THE QUESTION of the 7th November...

As an American who understood the German in your message even before I got down to your translation, I'm amazed that you say (in flawless English) that German is hard to learn. German grammar and...
Forum: Space Empires: IV & V November 6th, 2000, 08:42 PM
Replies: 2
Views: 1,115
Posted By Jeb
Re: Population growth bug?

For that matter, do facilities with a system-wide effect also affect planets owned by other empires in the same system? For example, do death shrines affect only friendly ships, or all ships in the...
Forum: Space Empires: IV & V October 30th, 2000, 07:14 PM
Replies: 9
Views: 2,002
Posted By Jeb
Computer abuse

Over on the ezboard Space Empires Triad forum there are a couple of Posts by Saben (whom I notice is now posting here--welcome, Saben) that are well worth reading. In one of them he points out that...
Forum: Space Empires: IV & V October 25th, 2000, 07:59 PM
Replies: 22
Views: 2,016
Posted By Jeb
Re: Ground Combat

I have a question about the ground combat engine that's currently in the game. Are ground cannons the only weapons useable by ground troops, or can they use any small weapon? I haven't gotten far...
Forum: Space Empires: IV & V October 24th, 2000, 01:08 AM
Replies: 3
Views: 1,221
Posted By Jeb
Semi-cheat to speed up your ships

Lately I've been speeding up my exploration ships by putting emergency movement and emergency resupply pods on them. No big innovation so far--that's what the pods are supposed to do. However, if...
Forum: Space Empires: IV & V October 23rd, 2000, 08:13 PM
Replies: 3
Views: 1,221
Posted By Jeb
Re: Semi-cheat to speed up your ships

Good idea. As long as you're using a space yard rather than a mere repair bay, I'd be happier. Of course, you could then include space yard ships in the fleet... Space yard ships are expensive and...
Forum: Space Empires: IV & V September 26th, 2000, 05:37 PM
Replies: 13
Views: 2,308
Posted By Jeb
Re: Space Stations CAN Move!!

Couldn't they also fix the bug by only allowing emergency propulsion pods on vessels that have at least one engine? After all, they're supposed to replenish movement points, which should be...
Forum: Space Empires: IV & V September 26th, 2000, 05:23 PM
Replies: 20
Views: 3,637
Posted By Jeb
Re: Emissive Armor

While we're at it, another question: is each weapon on a ship counted as a separate attack, or is the whole volley considered one attack? In other words, say I have a cruiser with 10 meson bLasters...
Forum: Space Empires: IV & V September 15th, 2000, 05:09 PM
Replies: 13
Views: 2,118
Posted By Jeb
Re: Intelligence Opps

I'm pretty sure that right now, intel is automatically successful unless it's countered. This means that there's currently no defense against puppet political parties, since there's no counter-intel...
Forum: Space Empires: IV & V September 11th, 2000, 09:30 PM
Replies: 13
Views: 2,327
Posted By Jeb
Re: I wonder

'Fraid not. Stellar manipulation tech isn't in the demo, so you'll have to wait for the full game.
Forum: Space Empires: IV & V September 8th, 2000, 02:53 AM
Replies: 16
Views: 3,565
Posted By Jeb
Re: Anybody using Ground Combat/Units??

I forget the exact circumstances (comes of staying up all night playing addictive games), but I remember one combat in which a planet wound up with -1 weapons platform. IIRC, it could still somehow...
Forum: Space Empires: IV & V September 7th, 2000, 05:54 PM
Replies: 19
Views: 4,017
Posted By Jeb
Re: Ship roles (division of labor)

Aha! I knew it! Thanks for the confirmation, Instar.
Forum: Space Empires: IV & V September 7th, 2000, 05:50 PM
Replies: 11
Views: 4,276
Posted By Jeb
Re: Cargo/launch bays

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by wingte:
Well,, the game balance should be maintained since a transport with a lot of weapons should have...
Forum: Space Empires: IV & V September 6th, 2000, 08:59 PM
Replies: 11
Views: 4,276
Posted By Jeb
Re: Cargo/launch bays

I would imagine the rule that cargo ships must have 50% of their space devoted to cargo bays is a play balance issue. When everyone else is flying around in escorts, a small transport hull filled...
Forum: Space Empires: IV & V September 1st, 2000, 07:05 PM
Replies: 19
Views: 4,017
Posted By Jeb
Re: Ship roles (division of labor)

Actually, I think solar sails are different from solar collectors. I'm pretty sure I read a post from a beta tester about how solar sails give a bonus to strategic movement, but not movement on the...
Forum: Space Empires: IV & V September 1st, 2000, 06:59 PM
Replies: 6
Views: 3,243
Posted By Jeb
Re: News from Malfador

Right on! I'd much rather wait a while for a good product than have a rushed one sneak in right at the deadline. MM is also renowned for continuing to support SEIII long after the release, going on...
Forum: Space Empires: IV & V September 1st, 2000, 03:36 AM
Replies: 6
Views: 3,243
Posted By Jeb
News from Malfador

MM just updated their website. There are new links to a very positive preview and an interview at Gibworld. The what's new section talks about how they've added many of the features and bug fixes...
Forum: Space Empires: IV & V August 30th, 2000, 07:28 PM
Replies: 16
Views: 3,565
Posted By Jeb
Re: Anybody using Ground Combat/Units??

While we're on the subject, does anyone know how ground combat works? Planets with no troops on them seem to generate one militia defender for each 20 million population, but I wish I knew how they...
Forum: Space Empires: IV & V August 25th, 2000, 09:18 PM
Replies: 4
Views: 3,461
Posted By Jeb
Re: colony type selection

If you say so, but look in the AI folder for a file called Default_AI_Construction_Facilities.txt, which seems to key what the AI will build to A) the colony type and B) the "game state," i.e....
Forum: Space Empires: IV & V August 25th, 2000, 06:04 PM
Replies: 6
Views: 3,331
Posted By Jeb
Re: Is is me or is something wrong?

I'm pretty sure that right now the finite resources option is buggy. The general idea is that planets eventually run out of resources, but they are supposed to start with more than 1K worth. I've...
Forum: Space Empires: IV & V August 25th, 2000, 05:21 AM
Replies: 4
Views: 3,461
Posted By Jeb
Re: colony type selection

I'm pretty sure colony type is there so that AI ministers will know what to build. Unfortunately, this means that a user-defined colony type will leave ministers even more clueless than they already...
Forum: Space Empires: IV & V August 24th, 2000, 02:15 PM
Replies: 7
Views: 3,531
Posted By Jeb
Re: Warp points

Hmm. I distinctly remember having some ships with organic armor III getting damaged in a game I played in the 0.51 demo, but maybe they changed it. I haven't used organic tech recently, because...
Forum: Space Empires: IV & V August 23rd, 2000, 08:44 PM
Replies: 7
Views: 3,531
Posted By Jeb
Warp points

Does anybody know what defenses (if any) work against those warp points that damage ships moving through them? Shields? Armor? I haven't had my homeworld blocked off from the rest of the universe...
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