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  Topic: Crimson Concept 6.0
Jorg

Replies: 28
Views: 20389

PostForum: Crimson Concept Mod   Posted: Tue Jul 07, 2009 6:32 pm   Subject: Crimson Concept 6.0
some ai fighters diden't have weapons Sad
  Topic: Trapped by huge minefields, help!
Jorg

Replies: 6
Views: 2185

PostForum: Balance Mod   Posted: Tue Jul 07, 2009 5:42 am   Subject: Trapped by huge minefields, help!
I think it's fine the way it is.
  Topic: Balance Mod v1.19b Available!
Jorg

Replies: 20
Views: 5830

PostForum: Balance Mod   Posted: Mon Jul 06, 2009 5:27 am   Subject: Balance Mod v1.19b Available!
data\Settings.txt
->
Space Combat Allow Retreat := TRUE
Change TRUE to FALSE and they can't retreat outside the combat area.
  Topic: Reduced Speeds in Combat for Non-Combat Hulls?
Jorg

Replies: 49
Views: 11755

PostForum: Balance Mod   Posted: Tue Jun 16, 2009 8:48 pm   Subject: Reduced Speeds in Combat for Non-Combat Hulls?
I'd rather have them destroyed by ships with more combat movement, then having them run away in space. It shouldn't be possible to run away in space from a faster ship, unless there is special conditi ...
  Topic: 1.79/BMod 1.19 Crash on savegame load
Jorg

Replies: 23
Views: 6512

PostForum: Balance Mod   Posted: Sun May 10, 2009 12:10 pm   Subject: 1.79/BMod 1.19 Crash on savegame load
I didn't see anything on the official forums, is this a BM related issue? :/
  Topic: Technology Sharing between Empires
Jorg

Replies: 6
Views: 3259

PostForum: Balance Mod   Posted: Sat Apr 04, 2009 12:05 pm   Subject: Technology Sharing between Empires
I personally turn tech trading off in the options if it's a SP vs full AI game. Works out really neat.
  Topic: Temporal and Psychic
Jorg

Replies: 20
Views: 13778

PostForum: Balance Mod   Posted: Thu Mar 26, 2009 9:53 pm   Subject: Temporal and Psychic
It be nice with Temporal hulls / Temporal hull plating. I also like the idea with Temporal Engines, is it a possibility to get the effect with Maximum ship hull speed +1 if you combine temporal hulls/ ...
  Topic: Again me: AI didn't attack me
Jorg

Replies: 9
Views: 4349

PostForum: Balance Mod   Posted: Thu Mar 19, 2009 11:34 am   Subject: Again me: AI didn't attack me
Are they at war with more empires then your empire?

Not all of those 80 ships are warships, a couple of them are bases (Defense bases, Space yards)which are "considered" ships on the score chart as ...
  Topic: AI races not using shields on their ships?
Jorg

Replies: 8
Views: 2931

PostForum: Balance Mod   Posted: Wed Mar 18, 2009 5:23 pm   Subject: AI races not using shields on their ships?
If you right click on a weapon you'll see it's damage/special abilities if it's "Skips armor" - Like Shard Cannon, Crystal Torpedo (Crystal Race special trait).
Just as you can see some weapons hav ...
  Topic: AI races not using shields on their ships?
Jorg

Replies: 8
Views: 2931

PostForum: Balance Mod   Posted: Wed Mar 18, 2009 4:40 pm   Subject: AI races not using shields on their ships?
I just talked with the other player on MSN, and he said:
Light cruisers x4 shard cannons (3:1 shield favour) lvl4
Light cruisers x4 crystalline torpedo (1 piece) lvl4

only ships he's ever const ...
  Topic: AI races not using shields on their ships?
Jorg

Replies: 8
Views: 2931

PostForum: Balance Mod   Posted: Wed Mar 18, 2009 4:19 pm   Subject: AI races not using shields on their ships?
Actually, the only enemy of those AI's is a Crystal empire, which is armor skipping (human player)
  Topic: AI races not using shields on their ships?
Jorg

Replies: 8
Views: 2931

PostForum: Balance Mod   Posted: Wed Mar 18, 2009 3:28 pm   Subject: AI races not using shields on their ships?
All these AI's got 5-7 in shield tech.
latest BM, with all the latest files, with random research script.

Bases thou, got 1-2 shields a piece.

Terran
http://i255.photobucket.com/albums/hh147/J ...
  Topic: Counter Intelligence
Jorg

Replies: 4
Views: 2145

PostForum: Balance Mod   Posted: Wed Mar 18, 2009 3:02 pm   Subject: Counter Intelligence
Smile

Just to make sure that you've got it right, points that isen't spent on intel projects are always used for defense. To get some extra defense points you could always research "Ethics" which give ...
  Topic: Counter Intelligence
Jorg

Replies: 4
Views: 2145

PostForum: Balance Mod   Posted: Wed Mar 18, 2009 12:08 pm   Subject: Counter Intelligence
Do you have all your intel saved for defensive purposes or do you have a portion of it allocated vs the other empires? (If it's allocated vs other empires it won't be used as defense against intel ope ...
  Topic: Research according to empire size
Jorg

Replies: 65
Views: 17445

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 6:18 pm   Subject: Research according to empire size
I still play Master of Orion III... Smile. I love it :p
[Offtopic]
  Topic: Research according to empire size
Jorg

Replies: 65
Views: 17445

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 4:52 pm   Subject: Research according to empire size
I don't know... Punishing good / lucky players that are able to colonize and grow fast maybe a super production race, would be even more research/intel abused compared to a "super heavy research race" ...
  Topic: possible bug with lightning ray
Jorg

Replies: 5
Views: 2184

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 4:49 pm   Subject: possible bug with lightning ray
Hopefully it'll be fixed soon(New game patch FTW!), some heavily armored and high damage organic ships are owning me at a human warp point defense, Sad.
  Topic: AIs and Dynamic Game Strategies
Jorg

Replies: 43
Views: 8439

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 4:47 pm   Subject: AIs and Dynamic Game Strategies
47 turns into my current MP game, with 10 AI's there actually have been 0 times a colony ship have passed through a defended WP of mine. A few times some small ships have passed through (frig/destroye ...
  Topic: Ship naming -- get AI to use standard hull conventions?
Jorg

Replies: 21
Views: 144962

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 4:44 pm   Subject: Ship naming -- get AI to use standard hull conventions?
I for one would love this.
  Topic: Protectorate Agreement
Jorg

Replies: 2
Views: 1664

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 4:40 pm   Subject: Protectorate Agreement
I think it's a nice bug, in a multilayer game with house rules (Due to that we have AI's in it). I logged in with the master password as one of the AI's to force it to accept peace with me. (With the ...
  Topic: Hi! Little problems...
Jorg

Replies: 8
Views: 2420

PostForum: Balance Mod   Posted: Tue Mar 17, 2009 4:33 pm   Subject: Hi! Little problems...
Hi.
Normal turns, or simultaneous turns?
  Topic: SEV + Linux
Jorg

Replies: 29
Views: 7399

PostForum: SEV Spaceport   Posted: Sun Feb 15, 2009 9:19 pm   Subject: SEV + Linux
and every time you'd get a new sort of bucket for that well, you'd have to get new things cause your well don't support that many buckets. and if your well would get malaria infested there would be pr ...
  Topic: Balance Mod v1.18 Patch Available!
Jorg

Replies: 29
Views: 5407

PostForum: Balance Mod   Posted: Fri Feb 06, 2009 8:44 pm   Subject: Balance Mod v1.18 Patch Available!
I think Shoe summed it up pretty good there.


But I have to add that comparing Se:V AI and chess AI standards are hilarious.


Laughing
  Topic: Balance Mod v1.18 Patch Available!
Jorg

Replies: 29
Views: 5407

PostForum: Balance Mod   Posted: Fri Feb 06, 2009 8:18 am   Subject: Balance Mod v1.18 Patch Available!
More units in the colonization phase = less AI starting time spent on colony ships/SY on the starting planets (homeworld as you are complaining about)

Less colonies = less shizz for the AI in the l ...
  Topic: Balance Mod v1.18 Patch Available!
Jorg

Replies: 29
Views: 5407

PostForum: Balance Mod   Posted: Thu Feb 05, 2009 3:20 am   Subject: Balance Mod v1.18 Patch Available!
Why just not wait, and don't exploit the AI as soon as you can?
 
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