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Search: Posts Made By: GuyOfDoom
Forum: Space Empires: IV & V June 10th, 2007, 12:42 AM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod v1.08 Available!

If it might ask why? I've always considered the Racial techs underpowered considering you have to pay racial points and then research them. For 1,000 points Ancient Race gives you far too much...
Forum: Space Empires: IV & V April 1st, 2007, 03:29 PM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod v1.05 Available!

I'm curious why everything HAS to have a negative factor. Couldn't they just have a smaller positive factor?
Forum: Space Empires: IV & V February 14th, 2007, 02:49 PM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod...

I wouldn't count that as a fault as a good tech level in sensors is pretty much required.
Forum: Space Empires: IV & V February 13th, 2007, 03:35 PM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod Update...

I am a little concerned to discover after playing a bit more balance mod that Depleted Uranium cannons have a distinct range advantage over other more "advanced" weaponry. This seems to detract from...
Forum: Space Empires: IV & V January 30th, 2007, 04:55 PM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod Leakiness?

Did I miss reading it somewhere? Did they add leaking damage to stock SEV?
Forum: Space Empires: IV & V January 29th, 2007, 07:47 PM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod

Cool, thanks.
Forum: Space Empires: IV & V January 29th, 2007, 04:00 PM
Replies: 1,561
Views: 190,968
Posted By GuyOfDoom
Re: Balance Mod

What can we expect to see different in v1.03?
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