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Search: Posts Made By: Devnullicus
Forum: Space Empires: IV & V October 5th, 2007, 02:40 PM
Replies: 15
Views: 859
Posted By Devnullicus
Re: SE:V v1.57 History

Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there...
Forum: Space Empires: IV & V October 1st, 2007, 04:35 PM
Replies: 2
Views: 549
Posted By Devnullicus
sev.pbw.cc down?

When I try to connect to http://sev.pbw.cc this morning, I get a "cannot connect" message. Is the site down or am I just having internet issues on my end?
Forum: Space Empires: IV & V September 21st, 2007, 10:25 PM
Replies: 5
Views: 516
Posted By Devnullicus
Re: SE:V v1.54 History

ABOUT TIME!! Thank you Aaron! This is a HUGE fix that will make the game so much nicer to play.
Forum: Space Empires: IV & V September 17th, 2007, 07:34 PM
Replies: 16
Views: 2,869
Posted By Devnullicus
Re: DevnullMod 1.0 Released!

I'd forgotten about that, actually. http://forum.shrapnelgames.com/images/smilies/happy.gif That sounds like a fun feature to add for the next release of DevnullMod. I'll have to figure out some...
Forum: Space Empires: IV & V September 17th, 2007, 04:18 AM
Replies: 16
Views: 2,869
Posted By Devnullicus
Re: DevnullMod 1.0 Released!

I've been waiting for several weeks. I got tired of waiting. http://forum.shrapnelgames.com/images/smilies/happy.gif When it comes out, I'll hopefully have time to make the necessary tweaks to...
Forum: Space Empires: IV & V September 17th, 2007, 02:24 AM
Replies: 16
Views: 2,869
Posted By Devnullicus
Re: DevnullMod 1.0 Released!

Also, if anyone would like to post this announcement other places, I'm fine with that. I would post it myself on SpaceEmpires5.com, but for some reason, it won't let me log in any more. It says I'm...
Forum: Space Empires: IV & V September 17th, 2007, 02:07 AM
Replies: 16
Views: 2,869
Posted By Devnullicus
DevnullMod 1.0 Released!

At long last, DevnullMod 1.0 for Space Empires V is done! Well, done enough to do an initial release, anyway.. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Background:
===========...
Forum: Space Empires: IV & V September 15th, 2007, 12:52 AM
Replies: 8
Views: 1,656
Posted By Devnullicus
Re: Space Empires V Editory version 1.5 released!

Thanks! I just wish it didn't take me so long to come out with updates. I'm really working hard right now to get devnullmod ready, though. I've definitely been putting this editor to good use...
Forum: Space Empires: IV & V September 15th, 2007, 12:00 AM
Replies: 8
Views: 1,656
Posted By Devnullicus
Space Empires V Editor version 1.5 released!

Finally (now that's an understatement!) I've had some more time to work on the SEV Editor and it's chock-full of new stuff!

Version 1.5.0
Added Damage Types Editor
Changed Damage Type text box...
Forum: Space Empires: IV & V September 14th, 2007, 11:48 PM
Replies: 4
Views: 468
Posted By Devnullicus
Re: SE:V History v1.53

Holy Crap! This is the best patch for modders yet! Look at all those new functions!

Now if he'd just give some love to the component enhancement ability parser... many of the abiltiies that...
Forum: SEV Modders Knowledge Base September 8th, 2007, 01:31 AM
Replies: 6
Views: 4,389
Posted By Devnullicus
Re: Fun with armor!

The way that formula works, you can't get negative movement. Each engine has 5 move points and each piece of that armor added subtracts 5. The placement requirement limits you to 1/2 as many armor...
Forum: SEV Modders Knowledge Base September 7th, 2007, 06:00 AM
Replies: 6
Views: 4,389
Posted By Devnullicus
Fun with armor!

I decided to try a little experiment with a new armor type and I was shocked when this actually worked exactly as I intended it to. How ... unusual. ...
Forum: Space Empires: IV & V September 6th, 2007, 03:59 AM
Replies: 15
Views: 874
Posted By Devnullicus
Re: DevnullMod for SEV

OK, next question: Is there a way to specifically limit a component or facility so that only 1 is effective? Like spaceyards, excepts using requirements/abilities/etc instead of being hardcoded in...
Forum: Space Empires: IV & V September 6th, 2007, 03:08 AM
Replies: 15
Views: 874
Posted By Devnullicus
Re: DevnullMod for SEV

I just copied the facility pictures - it's not original art at all http://forum.shrapnelgames.com/images/smilies/happy.gif I don't think it's worth submitting them to the MMP.
Forum: Space Empires: IV & V September 6th, 2007, 02:19 AM
Replies: 15
Views: 874
Posted By Devnullicus
Re: DevnullMod for SEV

Well, unfortunately, because the component pack adds stuff to components.bmp, and so did I, I have no choice but to put the combined components.bmp into my mod directory. So...all the discussion...
Forum: SEV Modders Knowledge Base September 4th, 2007, 11:57 PM
Replies: 46
Views: 21,489
Posted By Devnullicus
Re: Component.txt Knowledge Base

Does anyone know why this doesn't work? Specifically, it always gives shield points as if there were 0 stars in the system. [%NumberOfStars%] is used in Formulas.txt, so it should be usable in...
Forum: Space Empires: IV & V September 4th, 2007, 08:40 PM
Replies: 15
Views: 874
Posted By Devnullicus
Re: DevnullMod for SEV

Requiring users to download adjunct packages for a mod requires the users to have some technical savvy, though. It's far easier to just provide a .exe installer and have it do all the work (like I...
Forum: Space Empires: IV & V September 4th, 2007, 06:03 PM
Replies: 15
Views: 874
Posted By Devnullicus
Re: DevnullMod for SEV

As for the multimedia pack, I hadn't seen that before now. I would indeed be very interested in utilizing some of that and will have to consider how much work it would take to integrate it. I don't...
Forum: Space Empires: IV & V September 4th, 2007, 05:59 PM
Replies: 15
Views: 874
Posted By Devnullicus
Re: DevnullMod for SEV

As new versions of BM Mod come out, I will try to keep DevnullMod updated with relevant changes (assuming I have time...and we all know how my schedule goes...
Forum: Space Empires: IV & V September 4th, 2007, 04:11 PM
Replies: 24
Views: 889
Posted By Devnullicus
Re: SE5 Beta History 1.51

Hmm, it sure would be nice to get a "sector_ability_count" that would count all the facilities and components with a specific ability. i.e. I'd like to add a component for a base that would have a...
Forum: Space Empires: IV & V September 4th, 2007, 04:03 PM
Replies: 15
Views: 874
Posted By Devnullicus
DevnullMod for SEV

I'm getting to the final "tweak" stages for DevnullMod for SEV, so I figured I'd put out a teaser and give a little bit of info about it (as well as ask a question or two of the various modding gurus...
Forum: Space Empires: IV & V September 4th, 2007, 03:54 PM
Replies: 53
Views: 1,931
Posted By Devnullicus
Re: Space Empires V Editor 1.4 Released

SystemTypes should be pretty easy to make an editor for - I'll see if I can whip something out for the next version.

I've been playtesting the new DevnullMod getting it ready for release. I'm...
Forum: Space Empires: IV & V August 26th, 2007, 04:21 AM
Replies: 53
Views: 1,931
Posted By Devnullicus
Re: Space Empires V Editor 1.4 Released

I did miss it actually - thanks. What are you using the file for, just out of curiousity? Also, why not put it into a .ini format or XML instead of that format? Seems like it would be easy to put...
Forum: Space Empires: IV & V August 26th, 2007, 03:57 AM
Replies: 53
Views: 1,931
Posted By Devnullicus
Re: Space Empires V Editor 1.4 Released

I have a plan http://forum.shrapnelgames.com/images/smilies/happy.gif I'm testing it now, but so far it's looking good. I'm organizing the scripts in a tree structure and you can open up the...
Forum: Space Empires: IV & V August 26th, 2007, 12:32 AM
Replies: 53
Views: 1,931
Posted By Devnullicus
Re: Space Empires V Editor 1.4 Released

Not so worried about syntax highlighting (though that would probably be nice), but I'm just too used to Visual Studio's ability to keep track of methods. I want a dropdown to show me what methods...
Showing results 1 to 25 of 277

 
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