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Search: Posts Made By: Lastseer
Forum: Space Empires: Starfury March 15th, 2004, 04:12 AM
Replies: 6
Views: 1,586
Posted By Lastseer
Re: Campaign 3 (spoiler)

`triggerevent Event Commander Bensen 7 Finish C`
didn't work but
`triggerevent Event Commander Bensen 8 Start C`
got me into the next mission.
Forum: Space Empires: Starfury March 15th, 2004, 01:41 AM
Replies: 6
Views: 1,586
Posted By Lastseer
Campaign 3 (spoiler)

I'm in campaign 3 and got a mission to scan the sithrak portal. After I scanned it, I destroyed it. Several missions later, Commander Bensen has asked me to destroy the Sithrak portal. However...
Forum: Space Empires: IV & V March 9th, 2004, 06:40 PM
Replies: 17
Views: 2,085
Posted By Lastseer
Any Doctor Who mods?

Daleks
Time Lords
Cybermen
Santarans
Routans

etc.
Forum: Space Empires: Starfury February 27th, 2004, 07:04 PM
Replies: 7
Views: 2,468
Posted By Lastseer
Re: Invisible objects

I am pretty sure some kind of resource is not being released by the game. Because every time I load a saved game the problem gets a little worse. And quitting and restarting the game entirely fixes...
Forum: Space Empires: Starfury February 27th, 2004, 05:35 PM
Replies: 7
Views: 2,468
Posted By Lastseer
Re: Invisible objects

I have the same problem. I have found that actually quitting the game and starting up again from scratch causes the objects to draw again.

Whenver my own ship goes invisible. I just save my...
Forum: Space Empires: IV & V January 4th, 2002, 10:42 PM
Replies: 70
Views: 6,844
Posted By Lastseer
Re: SE IV Gold: Starting tech levels? Yes or No?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:
Would be nice. There is currently no way to edit the resource start level. You only have the low...
Forum: Space Empires: IV & V January 4th, 2002, 10:37 PM
Replies: 70
Views: 6,844
Posted By Lastseer
Re: SE IV Gold: Starting tech levels? Yes or No?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:
Ooo, I just thought of an easier way. You edit the facilities.txt file so that research facilities...
Forum: Space Empires: IV & V January 4th, 2002, 09:30 PM
Replies: 70
Views: 6,844
Posted By Lastseer
Re: SE IV Gold: Starting tech levels? Yes or No?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Kimball:
I haven't read the entire thread so please excuse me if this was addressed earlier...

In SEIII if...
Forum: Space Empires: IV & V January 4th, 2002, 03:55 PM
Replies: 70
Views: 6,844
Posted By Lastseer
Re: SE IV Gold: Starting tech levels? Yes or No?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by geoschmo:
The AI uses their normal research scripts at the game start, but since they only queue a couple of...
Forum: Space Empires: IV & V December 31st, 2001, 05:09 PM
Replies: 23
Views: 2,828
Posted By Lastseer
Re: Troops

This is one of the things I've been doing since somewhere around the 2nd patch. Change the amount of damage required to kill a population point by a factor of 10 or 20. Then change the damage done...
Forum: Space Empires: IV & V December 17th, 2001, 05:07 PM
Replies: 70
Views: 6,844
Posted By Lastseer
Re: SE IV Gold: Starting tech levels? Yes or No?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by [K126]Mephisto:
I don't think that it will be included in the gold Version. It would require code changes and...
Forum: Space Empires: IV & V September 10th, 2001, 07:38 PM
Replies: 5
Views: 1,410
Posted By Lastseer
Re: Divide Pts Evenly research wastes points?

Divide points evenly just seems stupid to me. Why you ever want to use it?

Lets say I am researching three projects that cost 30k each. Lets also say I am making 10k points a turn.
If I...
Forum: Space Empires: IV & V July 10th, 2001, 05:23 PM
Replies: 145
Views: 13,430
Posted By Lastseer
Re: Space Monsters!!!

If you want to make it so that players/AI can't take the space monster's hive planets, give them a facility that give +10000% ground combat. Their militia will make conquest nearly impossible,...
Forum: Space Empires: IV & V March 12th, 2001, 11:27 PM
Replies: 19
Views: 1,858
Posted By Lastseer
Re: I find it distressing....

Did you use shields?
Forum: Space Empires: IV & V March 12th, 2001, 06:19 PM
Replies: 66
Views: 7,481
Posted By Lastseer
Re: New Features You Would Like to See That Would Have to Be Hard Coded

How do I see drones?

Like a probe. Hull size approximately that of an escort (~150). Can not contain any weapons. Can fit more engines (maybe upto 8). Has a certain level automatic cloaking...
Forum: Space Empires: IV & V March 12th, 2001, 04:18 PM
Replies: 15
Views: 3,685
Posted By Lastseer
Re: \"petition\" for MM to add starting techs

It seems to me that with the starting resources option (which includes research), all that is needed to implement starting tech is to have unused research points carry from one turn to the next.
...
Forum: Space Empires: IV & V March 9th, 2001, 09:50 PM
Replies: 13
Views: 2,573
Posted By Lastseer
Re: Evil Idea

When you are near your enemies home system, open up a warp point from the center of a nearby black hole, back to your own space. That way you can defend your side of the warp point. But he can't...
Forum: Space Empires: IV & V March 9th, 2001, 07:45 PM
Replies: 19
Views: 3,321
Posted By Lastseer
Re: More specifically targeting missiles and bombs wanted

&gt; I wonder what would happen if your troop transport ship got damaged and lost its cargo storage?

Your cargo is reduced to the max number carryable for the remaining cargo space. The rest is...
Forum: Space Empires: IV & V March 9th, 2001, 07:31 PM
Replies: 15
Views: 3,685
Posted By Lastseer
Re: \"petition\" for MM to add starting techs

Right now there already is a screen with all the tech areas listed so you can turn them on or off. This is a good start.

However I totally agree with you. Instead of there being a simple on/off...
Forum: Space Empires: IV & V March 9th, 2001, 06:44 PM
Replies: 11
Views: 2,312
Posted By Lastseer
Re: Unique racial tech trees not individual techs

That's a good idea. You could make packages like "Slow Physics" which is the normal physics tree with 3x costs. "Normal Physics". "Fast Physics" which costs 1/4x normal. "Bad Physics" which can't...
Forum: Space Empires: IV & V March 9th, 2001, 12:52 AM
Replies: 11
Views: 2,312
Posted By Lastseer
Re: Unique racial tech trees not individual techs

Acutally I think the current system is better too. I just wouldn't mind playing a mod once in a while where every space-civ has its own tech tree with individual costs and restrictions.

For...
Forum: Space Empires: IV & V March 9th, 2001, 12:33 AM
Replies: 11
Views: 2,312
Posted By Lastseer
Unique racial tech trees not individual techs

First get rid of the normal tech tree.

Then create a number of unique races (3-6???) each which has exclusive access to its own unique racial tech. This starting tech (start with it at base...
Forum: Space Empires: IV & V March 7th, 2001, 10:22 PM
Replies: 66
Views: 7,481
Posted By Lastseer
Re: New Features You Would Like to See That Would Have to Be Hard Coded

Two most important things for me:

1. Save start options between games. With a reset to defaults button.

2. Ability to set Starting AND Maximum allowable tech levels for each tech. (which...
Forum: Space Empires: IV & V March 5th, 2001, 08:56 PM
Replies: 14
Views: 3,222
Posted By Lastseer
Re: Proposed counter intelligence fix

Are you sure that if you have say 40k built up in a project and someone completes a 10k project against you, the 40k you have built up goes away? Or does it go down to 30k built up?

If the...
Forum: Space Empires: IV & V March 5th, 2001, 08:11 PM
Replies: 14
Views: 3,222
Posted By Lastseer
Re: Proposed counter intelligence fix

As I understand it certain offensive Intelligence projects require level 2 or 3 to counter, not because of their cost, but hard coded because of their required intelligence level to even commence.
...
Showing results 1 to 25 of 43

 
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