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Search: Posts Made By: Soulfisher
Forum: Space Empires: IV & V July 16th, 2003, 09:32 AM
Replies: 100
Views: 4,349
Posted By Soulfisher
Re: A thought on the Talisman / Live on Pay-Per-View: Geo vs. Fyron

But diplomacy (for the purpose of creating allies for you, the religious-tech player) will only work if you can find another player who is willing to ally with you -and- win the game with you as...
Forum: Space Empires: IV & V July 16th, 2003, 09:12 AM
Replies: 10
Views: 1,118
Posted By Soulfisher
Re: What strategies do you guys like?

I enjoy large quadrants, team battle, with 7 - 9 allies (AI) and 11 - 13 AI opponents. It can get quite interesting with 4 AI empires breathing down your neck! Once (only once) I pit myself against...
Forum: Space Empires: IV & V July 9th, 2003, 09:47 AM
Replies: 8
Views: 685
Posted By Soulfisher
Re: question about trading with the AI

I was having the same problem in my simultaneous game under se4 Version 1.78. I patched the game to Version 1.84 and continued playing the saved game. Now the AI (in this case a "human" player set to...
Forum: Space Empires: IV & V July 7th, 2003, 08:06 AM
Replies: 36
Views: 1,247
Posted By Soulfisher
Forum: Space Empires: IV & V July 7th, 2003, 08:03 AM
Replies: 8
Views: 717
Posted By Soulfisher
Re: Your Favorite Strategy/Formations

I prefer Wall formation (set to break formation) because it keeps your ships "all in front": they all can engage the enemey at the same time. The Dark Wing formation (a formation I've seen in some...
Forum: Space Empires: IV & V July 3rd, 2003, 08:26 AM
Replies: 36
Views: 1,247
Posted By Soulfisher
Re: More expensive Intelligence projects

<font size="2" face="Verdana, Helvetica, sans-serif">What affect do both of these have? If "Intelligence Defense Modifier Percent" := 120 and "Effect Amount" := 2, then does this CI project get 240%...
Forum: Space Empires: IV & V June 29th, 2003, 02:00 AM
Replies: 36
Views: 1,247
Posted By Soulfisher
Re: More expensive Intelligence projects

Is it the "Effect Amount" listed in the IntelProjects.txt file for the CI projects that determines how much of a bonus to defensive points you get?

If so, suppose I gave CI 1 and CI 2 an Effect...
Forum: Space Empires: IV & V June 27th, 2003, 08:28 PM
Replies: 36
Views: 1,247
Posted By Soulfisher
Re: More expensive Intelligence projects

<font size="2" face="Verdana, Helvetica, sans-serif">Would CI IV and up still be impossible to breach if higher-tech offensive attacks and CI depleters were more expensive? Would they be impossible...
Forum: Space Empires: IV & V June 26th, 2003, 10:43 PM
Replies: 36
Views: 1,247
Posted By Soulfisher
Re: More expensive Intelligence projects

<font size="2" face="Verdana, Helvetica, sans-serif">If he mods offensive intel up 4-5 times, then you could only do that against one empire. More than that, and you can't stop it all, even from a...
Forum: Space Empires: IV & V June 25th, 2003, 10:34 AM
Replies: 36
Views: 1,247
Posted By Soulfisher
More expensive Intelligence projects

In huge quadrants, late in the game, a player could feasibly produce so many intelligence points that he could not spend it all amoung his 12 intelligence projects (IP). For this reason, I have...
Forum: Space Empires: IV & V June 25th, 2003, 10:11 AM
Replies: 20
Views: 1,599
Posted By Soulfisher
Re: Want strategies for seiging a planet

How about some unconventional warfare ....

.... like "Puppet Political Parties"? Sure it's expensive, but, it's just as likely to succeed against a heavily populated planet as it is against a new...
Forum: Space Empires: IV & V June 24th, 2003, 12:01 PM
Replies: 15
Views: 1,194
Posted By Soulfisher
Re: Tractor Beams: can they pull you in, then slingshot you out the other way?

What I meant to say was:

If a Battlecruiser uses a Massive mounted Tractor Beam on a Cruiser who is presently at a range of 3, will the Cruiser move any more than 2 spaces towards the...
Forum: Space Empires: IV & V June 24th, 2003, 11:52 AM
Replies: 11
Views: 1,693
Posted By Soulfisher
Re: Max values for "Combat To Hit Offense Plus"

Fyron: that makes me curious about what the Simulator does wrong ...

I'll try a test game then, when I get some time .... good ideas.
Forum: Space Empires: IV & V June 24th, 2003, 11:48 AM
Replies: 49
Views: 2,461
Posted By Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion

How about fighters equiped with "Target Type: Fighter" PDC's? I've wondered whether that would be effective.
Forum: Space Empires: IV & V June 21st, 2003, 12:05 PM
Replies: 11
Views: 1,693
Posted By Soulfisher
Re: Max values for "Combat To Hit Offense Plus"

If this has been asked before, could someone please direct me to the appropriate thread? Thanks. My search for "maximum" didn't find a topic name with any relevance.
Forum: Space Empires: IV & V June 21st, 2003, 11:47 AM
Replies: 11
Views: 1,693
Posted By Soulfisher
Max values for "Combat To Hit Offense Plus"

Does anyone know what the maximum values for "Combat To Hit Offense Plus" when used in Hull sizes, ship components, and planetary facilities?

Info on "Combat To Hit Offense Minus" would be helpful...
Forum: Space Empires: IV & V June 21st, 2003, 11:42 AM
Replies: 15
Views: 1,194
Posted By Soulfisher
Tractor Beams: can they pull you in, then slingshot you out the other way?

The subject says it all: can tractor beams pull you in, then throw you out behind the pulling ship (now acting like a repulsor beam)?

Also, If an Escourt tractors a Baseship, will the Escourt be...
Forum: Space Empires: IV & V June 21st, 2003, 11:19 AM
Replies: 49
Views: 2,461
Posted By Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion

I've have looked at the data files for Proportions mod, but I have never played in it. I'll have to study it's Ship vs. Fighter combat in detail.

Chef Engineer Erax: If PDGs were kept as they are...
Forum: Space Empires: IV & V June 20th, 2003, 10:42 AM
Replies: 49
Views: 2,461
Posted By Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion

Sorry Chief Erax! My personal feeling is that carriers in original SEIV are good only for transporting fighters into a new system (and still have the ability to launch them). I just read too much...
Forum: Space Empires: IV & V June 19th, 2003, 08:00 AM
Replies: 49
Views: 2,461
Posted By Soulfisher
Re: Is "BattleCruiser" a relative size? -- discussion

Wanderer's description of warships from 1805 to 1942 is exactly what I've been thinking. As technology advances allow larger hulls, the size of a "battlecruiser" will change over time. But Fyron...
Forum: Space Empires: IV & V June 18th, 2003, 08:20 AM
Replies: 49
Views: 2,461
Posted By Soulfisher
Is "BattleCruiser" a relative size? -- discussion

The default game defines "BattleCruiser" as 600 kt. Suppose that war ships were extended, in a mod, beyond the size of Baseships .... let's say to about 10,000 kt. Should the term "BattleCruiser"...
Forum: SEIV Scenarios and Mods May 19th, 2003, 09:39 AM
Replies: 401
Views: 58,691
Posted By Soulfisher
Forum: Space Empires: IV & V May 3rd, 2003, 09:24 AM
Replies: 166
Views: 6,909
Posted By Soulfisher
Re: Strategy Articles!

<font size="2" face="Verdana, Helvetica, sans-serif">I've always found it easier to gain colony tech by trading with an AI opponent. Of the 4 times I've attempted trading my Gas Colony tech for his...
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