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Search: Posts Made By: CW
Forum: Space Empires: IV & V August 29th, 2001, 02:13 AM
Replies: 26
Views: 5,441
Posted By CW
Re: Strategic combat has more bugs than my backyard!

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>With strategic combat you don't get to be Sergant Rock storming the bunkers, or even General Patton leading from the front. You are...
Forum: Space Empires: IV & V August 29th, 2001, 01:57 AM
Replies: 26
Views: 5,441
Posted By CW
Re: Strategic combat has more bugs than my backyard!

Actually you can test WPs without building them. What's stopping you from choosing them in the "change cargo" screen? It works for me.


[This message has been edited by CW (edited 28 August...
Forum: Space Empires: IV & V August 29th, 2001, 01:38 AM
Replies: 26
Views: 5,441
Posted By CW
Re: Strategic combat has more bugs than my backyard!

One more thing - I have noticed that 4 of my ships just don't want to get into a fleet. If I put them into a fleet and come back after doing something else, I would usually find them being...
Forum: Space Empires: IV & V August 29th, 2001, 01:30 AM
Replies: 26
Views: 5,441
Posted By CW
Strategic combat has more bugs than my backyard!

After another hour on the simulator I can't stop myself from asking, has the strategic combat portion of the game even been beta-tested? You have got that "fleet for player" screen that is only...
Forum: Space Empires: IV & V August 28th, 2001, 03:09 PM
Replies: 8
Views: 2,476
Posted By CW
Emergency supply pod

Say you have a ship with a supply storage capacity of 500 (1 engine), if you activates an emergency supply pod on this ship (ESP I provides 2000 extra supply), will you lose the excess over the...
Forum: Space Empires: IV & V August 28th, 2001, 02:04 PM
Replies: 26
Views: 5,441
Posted By CW
Re: Strategic combat has more bugs than my backyard!

Another thing needs fixing: I have noticed that you can only add planets from one of your home systems in the simulator, and you can't even fill it all the way up with population. In the beginning of...
Forum: Space Empires: IV & V August 28th, 2001, 01:55 AM
Replies: 7
Views: 2,570
Posted By CW
Re: Just discovered: Emergency Populsion Pack

This thing is pretty amazing... ever seen a baseship wrap into a system, going right across it and wrap out the other side in one turn? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Forum: Space Empires: IV & V August 28th, 2001, 01:51 AM
Replies: 7
Views: 2,570
Posted By CW
Re: Just discovered: Emergency Populsion Pack

Only one is allowed per ship.
Forum: Space Empires: IV & V August 26th, 2001, 01:36 AM
Replies: 7
Views: 2,570
Posted By CW
Just discovered: Emergency Populsion Pack

I cannot figured out why I never thought of this... The emergency populsion pack V is a disposible device that gives you once-off 5 extra movement points and must be repaired for the next use, but...
Forum: Space Empires: IV & V August 25th, 2001, 05:40 PM
Replies: 7
Views: 2,570
Posted By CW
Re: Just discovered: Emergency Populsion Pack

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Spoo:
But as I recall, you can't use emergency propolsion on an entire fleet<HR></BLOCKQUOTE>

At least I can...
Forum: Space Empires: IV & V August 25th, 2001, 04:17 PM
Replies: 12
Views: 3,872
Posted By CW
Re: Boarding Parties

Alpha Kodiak, after another hour of simulator time I finally got my boarding parties to (sort of) work. I designed a light cruiser with the following specs:

1 bridge
1 life support
1 crew...
Forum: Space Empires: IV & V August 25th, 2001, 02:00 PM
Replies: 12
Views: 4,492
Posted By CW
Re: Damned artificial idiot!

Yea I admit that, but it was just plainly stupid for a fleet of ships to run for different corners. Still the AI's fault! http://www.shrapnelgames.com/ubb/images/icons/icon10.gif
Forum: Space Empires: IV & V August 25th, 2001, 10:30 AM
Replies: 54
Views: 11,861
Posted By CW
Re: Most bang-for-the-buck hard code changes

I would like to see a new tick box in the strategies screen: "fire until all engines destroyed". Mightily useful for my scouts armed only with ionic dispersers and wormhole beams.

Also fix the...
Forum: Space Empires: IV & V August 25th, 2001, 05:22 AM
Replies: 12
Views: 4,492
Posted By CW
Re: Damned artificial idiot!

Well actually, I think I DID give them an attack order to get them in in the first place... still, the AI's fault!! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


[This message has...
Forum: Space Empires: IV & V August 25th, 2001, 05:21 AM
Replies: 12
Views: 4,492
Posted By CW
Re: Damned artificial idiot!

Not quite... the ships were there originally to do a recon on the planet with a "don't get hurt" order, and you guys already know what happened from my first post in this thread (the ships ran to...
Forum: Space Empires: IV & V August 24th, 2001, 02:08 PM
Replies: 12
Views: 4,492
Posted By CW
Re: Damned artificial idiot!

&$&@$@^%!!!!! Just lost another 3 ships to the AI! I told my ships to get out but they ended up ATTACKING the planet!
Forum: Space Empires: IV & V August 24th, 2001, 12:06 PM
Replies: 7
Views: 2,373
Posted By CW
Re: Newbie PBW Suggestions Needed

Make damned sure you rehearse your attacks in the simulator first every time. I've lost more ships in the first 40 turns of a humans vs AIs game than I have ever lost in any solo games. You won't...
Forum: Space Empires: IV & V August 24th, 2001, 04:09 AM
Replies: 54
Views: 11,861
Posted By CW
Re: Most bang-for-the-buck hard code changes

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:
2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are...
Forum: Space Empires: IV & V August 24th, 2001, 01:36 AM
Replies: 12
Views: 4,492
Posted By CW
Damned artificial idiot!

Just lost another 3 of MY ships to the AI by the AI. Is it even fighting on my side?!? Lesson learnt here: don't give a fleet the "don't get hurt" order, the ships will really run like the end of the...
Forum: Space Empires: IV & V August 24th, 2001, 01:20 AM
Replies: 54
Views: 11,861
Posted By CW
Re: Most bang-for-the-buck hard code changes

Make HUGH improvement on the AI! The current Artificial Idiot is very inadequate and gets me really mad at times, especially in strategic combat. Most of the time I don't even think it is fighting on...
Forum: Space Empires: IV & V August 23rd, 2001, 02:05 PM
Replies: 2
Views: 1,620
Posted By CW
Re: Q re: Shield Disruptor

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Does anyone else find it a little strange that it would require the shields to be down in order to destroy the shield generators?...
Forum: Space Empires: IV & V August 20th, 2001, 05:42 PM
Replies: 13
Views: 3,082
Posted By CW
Re: PBW Mod support implemented.

I wonder why you have got TDM Modpack 1.72? I thought the latest is 1.75...
Forum: Space Empires: IV & V August 20th, 2001, 10:05 AM
Replies: 1
Views: 1,575
Posted By CW
Bug with the \"number in service\" counter

When you click the strategy button in the unit design screen, it supposingly tells you the number in service. I discovered that the number doesn't deduct the units blown up inside a cargo ship...
Forum: Space Empires: IV & V August 20th, 2001, 09:24 AM
Replies: 9
Views: 2,297
Posted By CW
Re: Fleets in simulator

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I know that if a ship breaks formation it will use its original orders for strategy. I meant that while a ship is in a fleet it uses...
Forum: Space Empires: IV & V August 20th, 2001, 01:19 AM
Replies: 15
Views: 2,534
Posted By CW
Re: Subjugation Tech

Anyone ever managed to make a planet declare independence by using Anarchy Groups?
Showing results 251 to 275 of 409

 
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