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  Topic: ST:TNG - Birth of the Federation Shipsets

Replies: 86
Views: 2530432

PostForum: Malfadorian Shipyards   Posted: Mon Jul 27, 2015 2:24 pm   Subject: ST:TNG - Birth of the Federation Shipsets
Uploads page has been fixed.
  Topic: Modding Questions

Replies: 11
Views: 140177

PostForum: SEV Modding Discussion   Posted: Sat Apr 25, 2015 10:06 pm   Subject: Modding Questions
You should make a good faith effort to contact the mod author first.
  Topic: Space Empires board game!?!?

Replies: 7
Views: 221874

PostForum: Spaceport   Posted: Sun Apr 19, 2015 7:16 am   Subject: Space Empires board game!?!?
  Topic: Bigger empires and diminishing marginal returns?

Replies: 6
Views: 77810

PostForum: DJAS Mod   Posted: Tue Apr 14, 2015 5:15 pm   Subject: Bigger empires and diminishing marginal returns?
Try not to go too overboard with such mechanics. Civ 5 went way off the deep end, severely penalizing anything past 4 cities*. Takes the epicness right out of 4X IMO.

* Once you go past the easier ...
  Topic: Special Damage Types vs. Units

Replies: 10
Views: 115493

PostForum: SEIV Spaceport   Posted: Sat Mar 21, 2015 2:52 am   Subject: Special Damage Types vs. Units
Shields are treated as general HP in ground combat. There is no concept of component damage, regeneration, phasing, emissive effects, etc. All weapons do range 1 damage every round, regardless of fire ...
  Topic: [WIP] SE V Overhaul

Replies: 14
Views: 86546

PostForum: SEV Modding Discussion   Posted: Sat Feb 21, 2015 5:03 pm   Subject: [WIP] SE V Overhaul
Take a look at the Multimedia Pack for some extra assets you might be able to use. It contains a lot of new planet textures, for example. If you want to use the MMP, you should generally refer users t ...
  Topic: Stealth armored ships can't cloak?

Replies: 5
Views: 97361

PostForum: SEIV Spaceport   Posted: Sun Feb 15, 2015 3:30 am   Subject: Stealth armored ships can't cloak?
That's the problem. In se4, all space vehicles have innate level 1 em active and em passive scanning abilities. That stealth armor is useless as a cloaking device.
  Topic: Stealth armored ships can't cloak?

Replies: 5
Views: 97361

PostForum: SEIV Spaceport   Posted: Sat Feb 14, 2015 4:44 am   Subject: Stealth armored ships can't cloak?
What does this "stealth armor" have in terms of abilities?
  Topic: Variable component performance

Replies: 3
Views: 18510

PostForum: SEV Modding Discussion   Posted: Thu Feb 05, 2015 6:25 am   Subject: Variable component performance
One way to achieve such an effect would be to make individual components smaller. Try not to go too far, though, lest you end up needing 200 components to design a frigate. Cool
  Topic: Design Names

Replies: 11
Views: 50663

PostForum: Spaceport   Posted: Tue Jan 20, 2015 2:43 am   Subject: Design Names
That looks like Windows 7 used some sort of bad software detection to fake it out. Never saw Vista or XP do that. Smile Ideally SE5 would put save files (as well as user mods/etc.) somewhere in "C:\Users ...
  Topic: Seemingly Undocumented Bug/Problem

Replies: 2
Views: 44487

PostForum: SEIV Spaceport   Posted: Mon Jan 19, 2015 6:47 pm   Subject: Seemingly Undocumented Bug/Problem
Some of the facility abilities do not get included in the planetary production display, although they do count and do affect the total empire production rates. Don't recall off-hand if system resource ...
  Topic: Design Names

Replies: 11
Views: 50663

PostForum: Spaceport   Posted: Mon Jan 19, 2015 5:17 am   Subject: Design Names
Move the game outside of the "program files" folder, and you will not need admin priveleges to edit the files. Something like "C:\Games\SE4" (or 5) will work fine. There should be no need to reinstall ...
  Topic: Forum avatar

Replies: 5
Views: 23585

PostForum: Spaceport   Posted: Mon Jan 19, 2015 5:11 am   Subject: Forum avatar
I disabled the phpbb profile scripts to reduce the vectors for spambot account creation a few years ago. Didn't realize it was what was used for avatar uploading..
  Topic: how to start a new game without select empires?

Replies: 4
Views: 14716

PostForum: SEV Spaceport   Posted: Mon Oct 27, 2014 4:35 pm   Subject: how to start a new game without select empires?
You don't have to add any AI empires, the game will generate them for you. When the game starts, it generates a random number based on the "number of empires" setting you selected. It will then procee ...
  Topic: NON-SPOILER Thread on the Space Empires at War Mod

Replies: 48
Views: 167921

PostForum: SEV Modding Discussion   Posted: Thu Sep 25, 2014 1:08 am   Subject: NON-SPOILER Thread on the Space Empires at War Mod
Limit here is 10MB on some files & I think 30MB on others. No chance I can squish it down that small. I'll have to find some other hosting site. I guess nothing's ever easy.
The upload limit on t ...
  Topic: Infinite planets in a system

Replies: 4
Views: 15695

PostForum: SEIV Modding Discussion   Posted: Fri Sep 12, 2014 2:26 pm   Subject: Infinite planets in a system
While technically feasible, it's generally a bad idea to allow planet destroyers to destroy constructed planets in a mod. Doing so allows the generation of infinite planets, and thus infinite resource ...
  Topic: Shrinking sphereworlds to 2 hexes

Replies: 2
Views: 14735

PostForum: SEV Modding Discussion   Posted: Thu Sep 04, 2014 2:27 pm   Subject: Shrinking sphereworlds to 2 hexes
You also need to adjust the size in StellarObjectTypes.txt.
  Topic: seiv bug???

Replies: 8
Views: 19821

PostForum: SEIV Spaceport   Posted: Wed Aug 27, 2014 2:12 pm   Subject: seiv bug???
It is not possible for a mod to alter the way movement and turns work.

I don't know if anyone has historically tested and documented exactly when star destruction occurs during the simultaneous mov ...
  Topic: Dvoongar's Barrage of Questions

Replies: 166
Views: 391277

PostForum: SEV Modding Discussion   Posted: Sat Aug 16, 2014 3:14 pm   Subject: Dvoongar's Barrage of Questions
From a strategic perspective, 10x scale facilities are useless. Since you cannot gain any output until the whole thing is completed, you lose out on a lot of production points. If you build a 10x mine ...
  Topic: Question about phpBB

Replies: 3
Views: 13765

PostForum: Spaceport   Posted: Mon Jun 16, 2014 4:49 am   Subject: Question about phpBB
Change the user authentication system to make it incompatible with scripts that target the software. Captchas are fun.
  Topic: Translations

Replies: 11
Views: 23950

PostForum: SEV Modding Discussion   Posted: Wed May 28, 2014 11:18 pm   Subject: Translations
If you change the name of a tech area, you need to find all references to it in other data files and update them as well. Components, other tech areas, facilities, vehicles, and mounts can all referen ...
  Topic: A few questions

Replies: 5
Views: 18099

PostForum: Spaceport   Posted: Thu Apr 03, 2014 7:16 pm   Subject: A few questions
It goes on sale for pretty cheap randomly on Steam, usually during those summer/winter/forfunsies sale events. It's only $15 normally.
http://store.steampowe ...
  Topic: Quick little question about modding

Replies: 2
Views: 11046

PostForum: SEIV Modding Discussion   Posted: Thu Apr 03, 2014 7:12 pm   Subject: Quick little question about modding
An .emp file is the saved state of an empire that was created in the game. You can use them to save your empire setup, and load it from a file, when starting a new game. You can also save the empire o ...
  Topic: Refractive Energy Barrier abilities

Replies: 1
Views: 40376

PostForum: Adamant Mod   Posted: Sun Mar 23, 2014 4:23 am   Subject: Refractive Energy Barrier abilities
All of the stats appear to be correct. The ability descriptions were not updated appropriately; the [%ShieldPointsGenerated] tag doesn't work well in this case because the 20 converted hull > shiel ...
  Topic: Ruins techs don't offer research hints for energy/machines

Replies: 1
Views: 37901

PostForum: Adamant Mod   Posted: Fri Mar 14, 2014 2:42 am   Subject: Ruins techs don't offer research hints for energy/machines
Luckily there aren't very many to look up..
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