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Search: Posts Made By: LGM
Forum: Space Empires: IV & V August 6th, 2003, 10:07 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

Try X raised to the Yth power and subtract one. Just a theory. I am not sure if that works for 4 or 5 man games yet. X is Number of players per game minus 1. Incidentally, that does not work for 2...
Forum: Space Empires: IV & V August 6th, 2003, 09:55 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

Here is the code. Crudely done by brute force in a rather esoteric flavor of basic:

PRIMES = '2,3,5,7,11,13,17,19,23,29,31,37,41,43,47,53,59,61,67,71,73,79,83,89,97,101,103,109,113,127,131,137'...
Forum: Space Empires: IV & V August 6th, 2003, 09:47 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

Only solutions are 3, 7, 15, 31,...

Other numbers of players leave a three some with two players and no one to match them with. Someone demonstrated this earlier with 9 players.
Forum: Space Empires: IV & V August 6th, 2003, 09:23 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

<font size="2" face="Verdana, Helvetica, sans-serif">What part of the requirement did I neglect?
Forum: Space Empires: IV & V August 6th, 2003, 08:55 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

<font size="2" face="Verdana, Helvetica, sans-serif">This isn't what I was looking for. This is everybody playing 3 three man games. I wanted everybody to play EVERYBODY else once and only once in a...
Forum: Space Empires: IV & V August 6th, 2003, 08:50 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

Here is another solution. The patern appears to be 2^x-1. I would suspect that the next solution is at 63, but 31 took long enough to prove and my algorythm uses prime numbers with the mod function...
Forum: Space Empires: IV & V August 6th, 2003, 08:42 PM
Replies: 65
Views: 12,357
Posted By LGM
Re: Math problem

I used a program. Here are two solutions:

N=7
3,5,6
3,4,7
2,5,7
2,4,6
1,6,7
1,4,5
1,2,3
Forum: SEIV August 4th, 2003, 07:54 PM
Replies: 2,397
Views: 430,933
Posted By LGM
Re: SE5, Tell Aaron what\'s on your Wish List

I want more Targeting Options:

Random (allows ships with same combat plan to spread missle fire over more targets)
Has Shields
Has no Shields
Worst Defense
Best Defense
Easiest To Hit (net...
Forum: Space Empires: IV & V August 4th, 2003, 07:38 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

<font size="2" face="Verdana, Helvetica, sans-serif">It was a while ago, maybe it was changed on a patch at some point, but I ran a series of test in a two player game with one system and did...
Forum: Space Empires: IV & V August 4th, 2003, 07:11 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

You have to make Small DUC III less powerful and also tie it to Small Weapons tech. Unless I have racial tech, I always use Small Duc III. Maybe late in the game I would consider the Small Ripper but...
Forum: Space Empires: IV & V August 4th, 2003, 07:05 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

There have been lots of players advocating reducing the to hit bonus of Point Defense Cannons. The danger of this, is you will make Fighters more powerful in the early game and nearly impossible to...
Forum: Space Empires: IV & V August 3rd, 2003, 09:17 AM
Replies: 46
Views: 7,205
Posted By LGM
Re: Poll: racial technologies

>In a game against human players with unmodded SE IV Gold Version 1.84 would you choose a racial technology and if so which one (only one possible)?<

Was this a vote for favorite Advanced trait or...
Forum: Space Empires: IV & V August 1st, 2003, 07:47 PM
Replies: 15
Views: 2,814
Posted By LGM
Re: PPB -vs- Standard Shield (question)

<font size="2" face="Verdana, Helvetica, sans-serif">Shields may count as hitpoints on units, but PPB hits on normal shielded units must recalculate the hitpoints to exclude shields. Just watch PPBs...
Forum: Space Empires: IV & V July 30th, 2003, 07:37 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

<font size="2" face="Verdana, Helvetica, sans-serif">How can a SEIV diety be of questionable existence? They grant a definate tangible benefit that can be proven statistically. Or do players with...
Forum: Space Empires: IV & V July 30th, 2003, 07:30 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

Make Ship defense penalties graduated: Cruisers 0%, Battle Cruisers 10%, Battleships 20%, Dreadnaughts 30%, Baseships 40%.

Consider giving Weapon Mounts Range and ToHit bonuses for Satellites....
Forum: Space Empires: IV & V July 30th, 2003, 07:21 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

Make the Quantum Reactor act like a juiced up supply container. Something like Supply III times 10 or 20. After that, it needs to go to a resupply base to re-engergize it.

Someone else did this...
Forum: Space Empires: IV & V July 30th, 2003, 07:12 PM
Replies: 359
Views: 45,980
Posted By LGM
Re: SE4 Stock Balance Mod

<font size="2" face="Verdana, Helvetica, sans-serif">A defense penalty would be nice for play balance, but it does not make sense that a blessed ship is easier to hit.

In my mod, I made it 10KT...
Forum: Space Empires: IV & V July 21st, 2003, 07:09 PM
Replies: 11
Views: 2,747
Posted By LGM
Re: Tractor Beam III useless

Massive mount Repulser beams are real nice an a Baseship with Null Space weapons. Maul the ship and then fling the shell 20 squares away for later cleanup.

Nice on Massive Starbase mounts too....
Forum: Space Empires: IV & V July 17th, 2003, 07:28 PM
Replies: 9
Views: 2,553
Posted By LGM
Re: why can\'t you trade specific techs?

<font size="2" face="Verdana, Helvetica, sans-serif">I was implying this as a way to limit a tech gift to a certain level that is lower than your highest level. For example, if you have level 5, but...
Forum: Space Empires: IV & V July 17th, 2003, 07:23 PM
Replies: 26
Views: 5,428
Posted By LGM
Re: Imagine there\'s no Talisman, it isn\'t hard to do

<font size="2" face="Verdana, Helvetica, sans-serif">At least the subverter has a counter. Master Computers are costly, but they do free up space as well as prefent subVersion. The subverter does...
Forum: Space Empires: IV & V July 17th, 2003, 06:55 PM
Replies: 20
Views: 4,802
Posted By LGM
Re: Advice on protecting unarmed ships

I am fairly sure I with 1.84 that I had two fleets arrive at a location the same day and the one without mine sweapers arrived first and was toasted. I believe the fleets moving on the same day move...
Forum: Space Empires: IV & V July 16th, 2003, 07:35 PM
Replies: 100
Views: 15,639
Posted By LGM
Re: A thought on the Talisman / Live on Pay-Per-View: Geo vs. Fyron

You can certainly mod the Talisman to be weaker in some way. However, most games appear to use the base data files, which means the Talisman will dominate most games.

Gannging up on a Religious...
Forum: Space Empires: IV & V July 15th, 2003, 06:45 PM
Replies: 9
Views: 2,553
Posted By LGM
Re: why can\'t you trade specific techs?

There is a way to give a specific tech. Give them a ship with the component on it. Then when they analyze the ship at a shipyard, they can only get tech levels that are on the ship. This is not a...
Forum: SEIV July 8th, 2003, 06:19 PM
Replies: 2,397
Views: 430,933
Posted By LGM
Re: SE5, Tell Aaron what\'s on your Wish List

<font size="2" face="Verdana, Helvetica, sans-serif">I'm guessing you haven't pushed the limits of the retroseries 'exploit' yourself. The limitation is not %50 difference in each of the three...
Forum: SEIV July 8th, 2003, 06:07 PM
Replies: 2,397
Views: 430,933
Posted By LGM
Re: SE5, Tell Aaron what\'s on your Wish List

Facility Management: It would be nice to plot facility replacement in the construction queue and to repeat this item. For example, Replace Research with Intelligence. When the turn for this item...
Showing results 26 to 50 of 222

 
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