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Search: Posts Made By: SunDevil
Forum: Space Empires: IV & V December 6th, 2006, 11:10 AM
Replies: 38
Views: 2,066
Posted By SunDevil
Re: IGN 6.6 Review

Sorry. But this was said a ton of times when SE IV was released in its buggy very similar state back in 2000.
Forum: Space Empires: IV & V June 28th, 2003, 04:37 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

My intention has not been to take over this topic with what is happening with my mod. I am not going to ever release this mod, and I wasn't trying to get you or anyone else to troubleshoot...
Forum: Space Empires: IV & V June 27th, 2003, 03:25 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

I just took over the ai player for one turn, and set the homeworld build queue to two gas colony ships and two ice colony ships. Checked back in a couple of turns and this is what happened:...
Forum: Space Empires: IV & V June 27th, 2003, 03:03 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

Just checked my game, went to the design menu for the first ai player and saw that they have a gas colony and ice colony design, with the right components. They currently have three rock...
Forum: Space Empires: IV & V June 26th, 2003, 11:51 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

My game is medium bonus, sorry for not saying that in the earlier post. In regards to the ai races having colony ships, this is the situation. This is a large map game most ai races have...
Forum: Space Empires: IV & V June 26th, 2003, 02:29 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

Based on your experience what is suppose to be the average in the number of planets the ai should have colonized by turn 267.

And you might also want to look into why the ai without...
Forum: Space Empires: IV & V June 23rd, 2003, 03:43 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

Grand Lord Vito,

Thanks for your response, but you didn't answer any of my questions. Yes, I have modified the AIC mod, but since you don't have a clue on what I have added or changed there would...
Forum: Space Empires: IV & V June 23rd, 2003, 04:34 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

I have a question for you. Right now the ai races don't seem to be able to build to much infrastructure on their planets. Here are two examples that if you could explain I would appreciate...
Forum: Space Empires: IV & V June 22nd, 2003, 12:38 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

The only reason why I mentioned the research and intelligence max resource points, is for two reasons.

1. I like to play with technology cost set to high which until now, didn't realize...
Forum: Space Empires: IV & V June 21st, 2003, 09:23 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

Last question, I couldn't find this mentioned anywhere, but was just wondering what changes were made to the techarea.txt file, since it has a timestamp of 6/19. Thanks.

SunDevil
Forum: Space Empires: IV & V June 21st, 2003, 08:48 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

Another question. In the AI folder, you have the default ai_settings with 1,000,000 in research and intelligence resource generation, but in the aggressive, neutral, and defensive ai folders...
Forum: Space Empires: IV & V June 21st, 2003, 08:42 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

Another question. For the Atmospheric Modification Plants, aren't the time tables for those to be set at in years. So 10 = 1 game year, and 40 = 4 game years. If so the comments for these...
Forum: Space Empires: IV & V June 21st, 2003, 08:38 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

One of these days I promise to make a post within this topic that doesn't involve something I find in your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif If you look at the...
Forum: Space Empires: IV & V June 11th, 2003, 06:46 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

I figured out the problem. Like I said in the past, I made my own mod based on your mod. So everytime you come out with an update I just change the things you have mentioned in the new...
Forum: Space Empires: IV & V June 11th, 2003, 07:42 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

There are the same files within 3.01a as well.

Please just go to your site and download the full download of 3.01a and then open up the zip and look at techarea.txt file and the...
Forum: Space Empires: IV & V June 11th, 2003, 07:40 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

In the actual zip file of the 3.01 Version, if you look at the techarea.txt file you will see the spaceyards tech set to a racial trait of 7. If you then look at the racialtrait.txt file you...
Forum: Space Empires: IV & V June 10th, 2003, 11:08 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

You might already know this but I am pretty mad right now. If you look in the techarea.txt file you will see that the space yards tech field has a racial trait of 7 which won't let any of...
Forum: Space Empires: IV & V June 7th, 2003, 03:14 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

FYI: You might want to look at the intelprojects.txt file and you will see that there are two anarchy Groups and I think one of them might of been for the ai_balance_tech but it says...
Forum: Interstellar Trader 2 May 18th, 2003, 04:07 AM
Replies: 4
Views: 8,120
Posted By SunDevil
Re: Suggestion for new patch

Okay just beat the game on 5 million limit and I spent about 4 hours playing this game. This game has a much better flow to it than nanotech, this game actually lets the player play the game and the...
Forum: Thunder Pack Platinum May 18th, 2003, 01:48 AM
Replies: 24
Views: 16,823
Posted By SunDevil
Re: Hi there; your happy moderator/designer here..

Nanotech:
This game would not be so hard, and actually more enjoyable if some of these things were implemented.

1. Give the player more options.
A. Be able to bribe the police from even...
Forum: Space Empires: IV & V May 10th, 2003, 12:34 PM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

I am fifty turns into a really good game of my mod that I am playing around with and I switched all the computer players over to human control just to get an idea of how they are doing and I...
Forum: Space Empires: IV & V May 7th, 2003, 05:02 AM
Replies: 1,581
Views: 59,380
Posted By SunDevil
Re: AI Campaign => For a Challenging AI opponent

JLS,

When I start a game and it doesn't matter which race I pick, it seems that my homeworld is full of cultural centers. I can assume that the ai's homeworld is then also filled with cultrual...
Forum: Space Empires: IV & V May 6th, 2003, 11:42 AM
Replies: 9
Views: 647
Posted By SunDevil
Re: Need Help - Components.bmp & Facility.bmp file

Thanks a lot for the help everyone, I think I got it to work.
Forum: Space Empires: IV & V May 6th, 2003, 08:42 AM
Replies: 9
Views: 647
Posted By SunDevil
Re: Need Help - Components.bmp & Facility.bmp file

Another question.

Could I just copy and paste each image from one facility.bmp file to the other? I am placing the image in the exact same spot from one file to another. Thanks for any...
Forum: Space Empires: IV & V May 6th, 2003, 08:34 AM
Replies: 9
Views: 647
Posted By SunDevil
Re: Need Help - Components.bmp & Facility.bmp file

I have looked at both facility.bmp files and the spots that are taken by one mod's facilty.bmp are open spots on the other mod's facility.bmp. Can anyone tell me how I combine the two facility.bmp...
Showing results 1 to 25 of 247

 
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