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  Topic: Facillity Space 2,000 kt taken 2,460 kt total?
Myrath

Replies: 9
Views: 3861

PostForum: Balance Mod   Posted: Mon Oct 13, 2008 5:51 am   Subject: Facillity Space 2,000 kt taken 2,460 kt total?
You have the advanced storage racial trait which adds 20% space.

Thanks for explaining that. Too bad it can't round up to the nearest 1k Razz

Naw... that would overpower the trait. All the tiny wo ...
  Topic: Cloaked spaceyards?
Myrath

Replies: 12
Views: 5661

PostForum: Balance Mod   Posted: Thu Sep 18, 2008 2:37 pm   Subject: Cloaked spaceyards?
They can't.
Cloaked equipment don't work.
no cloacked mining. no cloaked construction. sorry Razz

Although I think repairs do work?
  Topic: Sensor weapons platforms?
Myrath

Replies: 57
Views: 11875

PostForum: Balance Mod   Posted: Fri Aug 15, 2008 7:33 am   Subject: Sensor weapons platforms?
I'v been thinking on this. And the more I think about it, the less I think it makes sence to have sensors at weapon platforms.
We have our space sensors in space too? Atmospheric distortion would be ...
  Topic: Change to Robotoid Factories
Myrath

Replies: 79
Views: 22848

PostForum: Balance Mod   Posted: Wed Jul 16, 2008 6:52 am   Subject: Change to Robotoid Factories
I also think it should have 6 levels instead of 3.
  Topic: Resource Racial Traits
Myrath

Replies: 44
Views: 12761

PostForum: Balance Mod   Posted: Fri May 30, 2008 11:36 am   Subject: Resource Racial Traits
If your an organic race and also use organic weapons, then your organic usage most certainly will go up.

Perhaps I just use to many construction yards or something. Maxing out my production in any ...
  Topic: ETA Date for 1.15?
Myrath

Replies: 75
Views: 30742

PostForum: Balance Mod   Posted: Thu May 29, 2008 7:48 am   Subject: ETA Date for 1.15?
Here's the latest scoop:

Added a new minister of ship naming. Players can use this guy to auto rename ships after retrofit. For example, if the ship "Tiger 0005" of the "Tiger" design is upgraded ...
  Topic: Resource Racial Traits
Myrath

Replies: 44
Views: 12761

PostForum: Balance Mod   Posted: Thu May 29, 2008 7:23 am   Subject: Resource Racial Traits
I've voted no, for the obvious advantages that are generated in this difference for races that pick Oranic or Crystaline tech.
  Topic: ETA Date for 1.15?
Myrath

Replies: 75
Views: 30742

PostForum: Balance Mod   Posted: Thu May 22, 2008 2:50 pm   Subject: ETA Date for 1.15?
Sorry to nag... but any ETA yet for Balance mod 1.15?
We are holding the start of our upcomming PBW game until the release of 1.15 Razz And I'm looking forward to it Smile
  Topic: Ancient Race Trait Undervalued?
Myrath

Replies: 47
Views: 13850

PostForum: Balance Mod   Posted: Thu May 22, 2008 2:49 pm   Subject: Ancient Race Trait Undervalued?
I had to think about this a bit... But I still think 1000 is a fair price.

What really did it for me was the descision that at 1000 it's a price for just everyone to pick it, next to their main fav ...
  Topic: See Planets at a Distance?
Myrath

Replies: 22
Views: 7745

PostForum: Balance Mod   Posted: Fri May 16, 2008 12:12 pm   Subject: See Planets at a Distance?
I don't think they are far more advanced Crabby,

We are fiddling around with ion engines now and are considering dome colonization.

The sensor technology effectively shows how far the races are. ...
  Topic: See Planets at a Distance?
Myrath

Replies: 22
Views: 7745

PostForum: Balance Mod   Posted: Wed May 14, 2008 1:28 pm   Subject: See Planets at a Distance?
I'm deffintly not in favor of displaying all the planets at once. Like disco stu says, that's for the ancient race.

Making warppoint visible earlier would be nice though.
  Topic: Progress Report?
Myrath

Replies: 16
Views: 45565

PostForum: Space Empires Nova Mod   Posted: Wed Apr 09, 2008 12:29 pm   Subject: Progress Report?
Will you be using a newer version of FQM in the Nova Mod? There have been some interesting developments in the graphics department there?
  Topic: Migration treaty-element
Myrath

Replies: 22
Views: 6834

PostForum: Balance Mod   Posted: Wed Apr 09, 2008 6:46 am   Subject: Migration treaty-element
I don't agree with setting up atmos converters as starter tech. I've been trying to get troops ships near the enemy to conquer worlds with the correct atmosphere. It introduced strategic needs.

I d ...
  Topic: Migration treaty-element
Myrath

Replies: 22
Views: 6834

PostForum: Balance Mod   Posted: Mon Apr 07, 2008 2:22 pm   Subject: Migration treaty-element
I've been begging for (at Disco Stu) in my game for migration with his people. But he wouldn't allow it. (He already had the Red breathers ... and i didn't have his purple ones..).

Missing out on a ...
  Topic: Revised AI Anger System in v1.15
Myrath

Replies: 9
Views: 2927

PostForum: Balance Mod   Posted: Wed Mar 26, 2008 8:43 am   Subject: Revised AI Anger System in v1.15
I like how you made the 'number of ships present' non linear. This should prevent some unrequired wars and should allow the AI to spot an invasion fleet more readily Razz
  Topic: Suggestions for Nova!
Myrath

Replies: 92
Views: 232009

PostForum: Space Empires Nova Mod   Posted: Thu Mar 20, 2008 8:39 am   Subject: Suggestions for Nova!
Additionally; I remember this from a SE4 mod. You could build additional structures which would reinforce the shipyard in a specific area, generating additional minerals OR organics OR refining. (Poss ...
  Topic: SE Nova Mod Ship Tree
Myrath

Replies: 31
Views: 82321

PostForum: Space Empires Nova Mod   Posted: Thu Mar 20, 2008 8:35 am   Subject: SE Nova Mod Ship Tree
I agree. A dreadnaughts could use at least a 100KT extra in size. Dreadnaughts are supposedly massive in comparison to other ships. Perhaps consider just adding a couple of levels for researching addi ...
  Topic: Suggestions for Nova!
Myrath

Replies: 92
Views: 232009

PostForum: Space Empires Nova Mod   Posted: Thu Mar 20, 2008 8:30 am   Subject: Suggestions for Nova!
I've been playing a bit of DevNull mod and found the idea of 'one shot weaponry' interesting. Big nukes or big missiles that are destroyed after one use. Weapons that take less space, but only work on ...
  Topic: SE Nova Mod Ship Tree
Myrath

Replies: 31
Views: 82321

PostForum: Space Empires Nova Mod   Posted: Fri Mar 14, 2008 12:40 pm   Subject: SE Nova Mod Ship Tree
Will you be forcing researchers to max out 'light ship constuction' before they can open up 'construction (2)'? or are you planning on making a middle path for that ?
  Topic: Farming for FAQs...
Myrath

Replies: 25
Views: 16278

PostForum: Balance Mod   Posted: Fri Aug 10, 2007 7:39 am   Subject: Astrophysics
I think you need to take a look at the maximum strenght of current nullspace weapons. At level 6 they are around 100-100.
To reach this tech is quite a bit costly!

I realise they skip armor and sh ...
  Topic: Taskbar issue...
Myrath

Replies: 6
Views: 2441

PostForum: SEV Spaceport   Posted: Fri Aug 10, 2007 7:31 am   Subject: Taskbar issue...
I move my windows taskbar to the right side of the screen while playing SE in windows mode; That got rid of that problem for me.
 
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