This site is in archival mode. A replacement is being developed. In the meantime, please use the PBW2 Forums for community discussions. The replacement software for this site will use a unified account system with PBW2, and any newly created threads will carry over.
Welcome to Spaceempires.net
Login or Register

Search
Modules
· Content
· Downloads
· Forums
· Game Info
· Image Gallery
· Links
· Shipyards
· Topics
· Staff

User Info
· Welcome, Anonymous
Membership:
· New: Astorre
· New Today: 0
· New Yesterday: 0
· Overall: 3155

People Online:
· Visitors: 106
· Members: 0
· Total: 106

  

Spaceempires.net :: Search
Forum FAQ :: Search :: Memberlist :: Usergroups :: Profile :: Log in to check your private messages :: Log in


Search found 12 matches
Spaceempires.net Forum Index
Author Message
  Topic: Obnoxious question regarding 1.07
MKSheppard

Replies: 41
Views: 16472

PostForum: Balance Mod   Posted: Wed May 23, 2007 9:41 am   Subject: Obnoxious question regarding 1.07
Saw in your 1.05 AI files in Script_AI_Design Creation:


"Ship":
case (ai_vehicle_size)
AI_VEHICLE_SIZE_FRIGATE:
set new_ai_design_type &#5 ...
  Topic: Obnoxious question regarding 1.07
MKSheppard

Replies: 41
Views: 16472

PostForum: Balance Mod   Posted: Mon May 21, 2007 6:54 pm   Subject: Obnoxious question regarding 1.07
When you do upload it; would you mind also uploading a file containing the 1.07 AI scripts so we can look at 'em?
  Topic: Light Hull Construction
MKSheppard

Replies: 21
Views: 7891

PostForum: Balance Mod   Posted: Fri May 11, 2007 5:56 pm   Subject: Light Hull Construction
Have you thought about rejiggering the scheme so that it is like so:

http://img337.imageshack.us/img337/4733/balancemodhj2.gif

Basically, you can either go to the next hull level; or keep on ref ...
  Topic: Light Hull Construction
MKSheppard

Replies: 21
Views: 7891

PostForum: Balance Mod   Posted: Fri May 11, 2007 2:02 pm   Subject: Light Hull Construction
It was because originally, the USN had easy designations like:

B - Battleship
C - Cruiser
D- Destroyer

But in the 1920s; we added mission descriptors, like

V - Heavier than aircraft Ship
...
  Topic: Making the AI Build and design more like humans...
MKSheppard

Replies: 1
Views: 5189

PostForum: SEV AI Modding Discussion   Posted: Sat Feb 24, 2007 11:27 pm   Subject: Making the AI Build and design more like humans...
I've been playing around with one of my own personal mods, in which you can build all ship types from Frigates to Dreadnoughts right at the beginning of the game, and "Ship Construction" allows for th ...
  Topic: [Rant] SE's problems with SCALE
MKSheppard

Replies: 67
Views: 36670

PostForum: SEV Modding Discussion   Posted: Sat Feb 24, 2007 3:23 am   Subject: [Rant] SE's problems with SCALE
I did some reseach, and discovered that the USS Voyager, according to the ST: DS9 tech manual, masses 700,000 tons; the Galaxy Class is somewhere around 2,500,000 tons or (2,500 kt), while on the lowe ...
  Topic: [Rant] SE's problems with SCALE
MKSheppard

Replies: 67
Views: 36670

PostForum: SEV Modding Discussion   Posted: Fri Feb 23, 2007 12:42 am   Subject: [Rant] SE's problems with SCALE
How to fix this? Easy.

Open

MainStrings.txt

and run

Replace "kT" with "hT"

Kilotons (1,000) tons becomes hectotons (100) tons, so a fighter that's 12 hT is 1.2 kT (which does sort of ma ...
  Topic: Does .15xx have working AI, and why's it so slow?
MKSheppard

Replies: 17
Views: 63283

PostForum: Adamant Mod   Posted: Tue Dec 20, 2005 3:15 am   Subject: Does .15xx have working AI, and why's it so slow?
What are the specs of your computer?

Athlon 2600+ XP with 1 GB RAM, and a GeForce 6800.

I've done some tests; the stock SEIV runs fast between turns at the beginning of the game, while with mod ...
  Topic: Does .15xx have working AI, and why's it so slow?
MKSheppard

Replies: 17
Views: 63283

PostForum: Adamant Mod   Posted: Mon Dec 19, 2005 11:11 am   Subject: Does .15xx have working AI, and why's it so slow?
I've been playing a game against the AI, and finding it to be well, a bit dumb in not reacting to my fighter swarms.

Also, even at the beginning of the game, it's taking a long time for my computer ...
  Topic: Planetary/Space Shipyards From my mod
MKSheppard

Replies: 7
Views: 4870

PostForum: SEIV Modding Discussion   Posted: Sun Dec 18, 2005 4:46 am   Subject: Planetary/Space Shipyards From my mod
What's up with some of the weird tonnages? Shocked

You mean "Weird" as in they don't round out? That was lifted directly from the excel file I used to develop the tonnages; I rounded them out for the ga ...
  Topic: Planetary/Space Shipyards From my mod
MKSheppard

Replies: 7
Views: 4870

PostForum: SEIV Modding Discussion   Posted: Sun Dec 18, 2005 3:47 am   Subject: Planetary/Space Shipyards From my mod
Did you also add big, expensive ships like battle moons, or was this allowing stock-like baseships to be built in a turn or two?

I added big, expensive ships too; here are my ship classes for my mo ...
  Topic: Planetary/Space Shipyards From my mod
MKSheppard

Replies: 7
Views: 4870

PostForum: SEIV Modding Discussion   Posted: Sat Dec 17, 2005 6:43 am   Subject: Planetary/Space Shipyards From my mod
In one of my personal mods; I had it so that you had three separate lines of development for shipyards:

A planetary based shipyard
A Ship/Base Based Shipyard
A Base-Only Shipyard

Each line had ...
 
Page 1 of 1
All times are GMT
Jump to:  


Powered by phpBB
All logos and trademarks used on this site, all comments and stories posted for reading, all files hosted for download,
and all art work hosted for viewing are property of their respective owners; all the rest copyright 2003-2010 Nolan Kelly.
Syndicate news: SpaceEmpires.net News RSS Feed - Syndicate forums: SpaceEmpires.net Forums RSS Feed
Page Generation: 0.60 Seconds