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Showing results 26 to 37 of 37
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Search: Posts Made By: stecal
Forum: SEIV February 10th, 2003, 04:12 PM
Replies: 2,397
Views: 433,525
Posted By stecal
Re: SE5, Tell Aaron what\'s on your Wish List

Change neutral empires to allow ships to warp after a human player takes over.
Forum: Space Empires: IV & V February 9th, 2003, 09:30 PM
Replies: 7
Views: 1,933
Posted By stecal
Re: Human controlled neutral empires

This might be change to request for the next Version of Space Empires then.

When a (neutral) player is changed from computer Ai to human player the warp limitations are removed. Or have it...
Forum: Space Empires: IV & V February 9th, 2003, 01:08 AM
Replies: 7
Views: 1,933
Posted By stecal
Re: Human controlled neutral empires

Are you sure about the drones?

The Neutral_AI_Settings.txt file has these 2 lines that seem to indicate that drones can warp:

Maximum Anti-Ship Drone Target System Distance ...
Forum: Space Empires: IV & V February 8th, 2003, 07:07 PM
Replies: 7
Views: 1,933
Posted By stecal
Re: Human controlled neutral empires

What about neutral drones? Can they warp to attack distant planets/ships?
Forum: Space Empires: IV & V February 8th, 2003, 06:03 PM
Replies: 7
Views: 1,933
Posted By stecal
Human controlled neutral empires

I am trying to add another player to a SE4 Gold 1.84 by having him take over a neutral. We have made all the changes to make in human controlled and turn off AI, but he tells me he cannot move a...
Forum: Space Empires: IV & V February 5th, 2003, 01:43 AM
Replies: 387
Views: 72,262
Posted By stecal
Re: Devnull Mod Gold: updates and discussion

When is a new Version of Dev Null Mod coming out? I am thinking of starting a PBW game since there seem to be so few DNM games currently available.
Forum: Space Empires: IV & V February 5th, 2003, 01:40 AM
Replies: 4
Views: 1,670
Posted By stecal
Re: Ground Combat Damage Modifier Percent

Yes, I looked at the proportion's mod settings. You raised the ground combat to 300%, troop hitpoints to the 100 range, and left the # turns at 10? Was this to make CG the same, but troops are more...
Forum: Space Empires: IV & V February 4th, 2003, 02:14 AM
Replies: 38
Views: 6,633
Posted By stecal
Re: Ramming Damage

Ok, A few ideas leap out at me:

1) A ramming warhead weapon mount that adds a lot of structural tonnage to absorb damage to the rammer. This only makes sense since a ship designed for ramming...
Forum: Space Empires: IV & V February 4th, 2003, 02:09 AM
Replies: 4
Views: 1,670
Posted By stecal
Ground Combat Damage Modifier Percent

from settings.txt

Ground Combat Damage Modifier Percent := 30

What exactly does this do? Does this mean a Ground Cannon I that does 10 pts of damage really does...
Forum: Space Empires: IV & V March 9th, 2002, 04:31 AM
Replies: 23
Views: 4,334
Posted By stecal
Re: shipyard graphics

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Rlaney:
Thats the one. Possibly any weapon is supposed to be able to kill at least 1 pop so 10 is pretty much...
Forum: Space Empires: IV & V January 10th, 2002, 03:14 AM
Replies: 5
Views: 2,954
Posted By stecal
Finite resources & value improvement plants

I am playing in my first finite resources game right now and some of my planets are hitting 0 kt for minerals. I know value improvement plants in a regular game add 1, 2, or 3 % up to 150% to...
Forum: Space Empires: IV & V June 12th, 2001, 03:15 PM
Replies: 17
Views: 3,410
Posted By stecal
Turn order in Strategic Combat

What determines who moves first in strategic combat? It seems like my ships always go second no matter whether I iniatiated combat or not. This is especially painfull at warp points where my...
Showing results 26 to 37 of 37

 
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