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Search: Posts Made By: Fyron
Forum: Space Empires: IV & V June 12th, 2009, 05:42 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

That sort of change would be wildly inappropriate for FQM, at least. It represents a change to the actual game mechanics, rather than just fiddling around with which planets gets placed on the map.
...
Forum: Space Empires: IV & V June 10th, 2009, 02:34 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

Moons have "any" for planet type, which will explain most of the discrepancy in the planet type totals.

I don't believe SE5 does anything to make sure each atmosphere or planet type ends up with a...
Forum: Space Empires: IV & V July 31st, 2008, 02:31 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod

Why wouldn't you just post the question in the thread you linked to?

There are actually 12 in FQM (2 possible descriptions), and you only need to edit 2 of them... I added this bit of text to the...
Forum: Space Empires: IV & V April 17th, 2008, 04:09 AM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod

Short of writing a completely new script in the Events script file, the only thing one can mod about migration is the amount of the effect.

Race Starting Percent Migration ...
Forum: Space Empires: IV & V October 16th, 2007, 04:06 AM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: 1.10

About -2 days? 1.10 includes updated AI.
Forum: Space Empires: IV & V September 7th, 2007, 01:55 AM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod

That depends on how exactly you combined them. Copy/move the files from the FQM folder into the BM folder? If thats the case, you'd want to play the BM mod entry.
Forum: Space Empires: IV & V August 8th, 2007, 05:16 AM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod v1.09 AI Update

se5a said:
"This is probibly more of an FQM bug, but the system names file has Lezzari twice..."

Balance Mod uses the stock SystemNames.txt, with a bunch of stuff added by Kwok.
Forum: Space Empires: IV & V June 5th, 2007, 02:13 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

"Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )?"

I would imagine it has to do with the compression of combat logs, not the actual combat...
Forum: Space Empires: IV & V November 5th, 2006, 04:59 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Update

Was there a need to quote that entire post just for a 2 sentence reply?
Forum: Space Empires: IV & V October 11th, 2006, 07:53 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

SE5 is certainly much more moddable than SE4, but you can't say SE5 is one of the most moddable strategy games like you could say of SE4 when it came out... Comparing modifying static text files with...
Forum: Space Empires: IV & V October 11th, 2006, 03:53 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

The data is stored in XML files (which you can add new tags to via hooks in the SDK), a lot of the game scripting is done in python files you can change, and much of the core game logic is in a C++...
Forum: Space Empires: IV & V October 11th, 2006, 03:28 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

Well, to be fair, it actually is down-graded in this day and age compared to games like Civilization 4... SE5 just feels so stunted after pouring over Civ4 for a while....
Forum: Space Empires: IV & V October 11th, 2006, 03:25 PM
Replies: 1,561
Views: 190,709
Posted By Fyron
Re: Balance Mod Available for SE:V

The existence of this balance mod answers such questions, I think. It maintains all of the flavor of SE5 stock, but has had a hammer of balance used on it. Though Kwok did most of the work, there was...
Showing results 1 to 13 of 13

 
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