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Author Message
  Topic: Mines and Satellites
Perimal

Replies: 11
Views: 372508

PostForum: SEIV Modding Discussion   Posted: Tue Aug 18, 2015 11:28 pm   Subject: Mines and Satellites
I think a minefield applies all damage to one ship(or unit/unit group) at a time until it runs out of mines or the ship is destroyed.

I don't recall if special damage types cause mines to react dif ...
  Topic: Windows 10
Perimal

Replies: 6
Views: 483263

PostForum: Spaceport   Posted: Wed Aug 05, 2015 11:59 pm   Subject: Windows 10
Just asking, has anyone been brave enough to try to run SE IV or V unders Windows 10?

If so how did it go - from what I've read so far Windows 10 appears to be a typical Windows even-numbered relea ...
  Topic: Mines and Satellites
Perimal

Replies: 11
Views: 372508

PostForum: SEIV Modding Discussion   Posted: Tue Jun 23, 2015 11:32 pm   Subject: Mines and Satellites
Mines :

I'm definitely in the camp and prefer small mines as large mines are just as easy to sweep as small mines and cost a lot more. Having said that after the mid game mines are pretty limited ...
  Topic: Special Damage Types vs. Units
Perimal

Replies: 10
Views: 115399

PostForum: SEIV Spaceport   Posted: Wed Mar 18, 2015 1:23 am   Subject: Special Damage Types vs. Units
PPB's also wreak havoc on fighters in stock because they don't have phased shields available.


But not if the PPB are on fighters and the shields are on other units (at least on Fighters and Drone ...
  Topic: Losing Mega Evil Status?
Perimal

Replies: 3
Views: 59938

PostForum: SEIV Spaceport   Posted: Sat Mar 14, 2015 3:23 am   Subject: Losing Mega Evil Status?
Yes, it's happened to me . . . once. The AIs started to offer me treaties, but it didn't last long.
  Topic: Cloaking, robo-miners, and supplies
Perimal

Replies: 3
Views: 53461

PostForum: SEIV Spaceport   Posted: Mon Dec 15, 2014 7:24 pm   Subject: Cloaking, robo-miners, and supplies
Idea very interesting...
Has anyone unlocked the depths of SEIV?

There are still little surprises to be found.

For example, I've recently discovered that kamikaze fighters will not ram other ...
  Topic: AST 2.0 mod missing files
Perimal

Replies: 15
Views: 45687

PostForum: SEIV Modding Discussion   Posted: Thu Dec 04, 2014 10:22 am   Subject: AST 2.0 mod missing files
Re: the A.I. - just to clarify what I wrote.

The races in AST 2.0 do have an AI but the behavior (to my mind ) was very odd. The designs seemed to be very strange and not suited to their tasks (th ...
  Topic: AST 2.0 mod missing files
Perimal

Replies: 15
Views: 45687

PostForum: SEIV Modding Discussion   Posted: Tue Dec 02, 2014 5:27 pm   Subject: AST 2.0 mod missing files
I've created and uploaded a Federation.emp file if you want to use it.

http://files.spaceempires.net/user/3207/Empires.7z
  Topic: AST 2.0 mod missing files
Perimal

Replies: 15
Views: 45687

PostForum: SEIV Modding Discussion   Posted: Tue Dec 02, 2014 5:08 pm   Subject: AST 2.0 mod missing files
I've downloaded AST 2.0 and run it ... it works perfectly in Quick Start mode but the AI does not work, so games should only be played against humans. I'm afraid that's not my thing at all.

If yo ...
  Topic: AST 2.0 mod missing files
Perimal

Replies: 15
Views: 45687

PostForum: SEIV Modding Discussion   Posted: Mon Dec 01, 2014 3:07 pm   Subject: AST 2.0 mod missing files
Missing .emp files are about the easiest thing to fix in any mod. I'd suggest you try using the .emp files you have already (you only really need them for a race which is actually being played by a ...
  Topic: which space empires i should play? 4 or 5?
Perimal

Replies: 8
Views: 22773

PostForum: Spaceport   Posted: Sat Oct 25, 2014 6:36 pm   Subject: which space empires i should play? 4 or 5?
Go for IV.

I think be biggest issue is that the AIs and play were completely changed in each version going from II to III to IV to V. It's a case of let's try something different rather than is t ...
  Topic: Need emblem for new SE4 race: Union of Worlds
Perimal

Replies: 7
Views: 17277

PostForum: SEIV Modding Discussion   Posted: Fri Sep 05, 2014 1:43 am   Subject: Need emblem for new SE4 race: Union of Worlds
I replaced the AI Research file I had been using with the Abbidon AI Research file. The Abbidon are a psychic race, as is my Union of Worlds. No error messages so far in a new Restock 4 test game, so ...
  Topic: Intel as a passive surveillance tool
Perimal

Replies: 3
Views: 11991

PostForum: FrEee   Posted: Thu Apr 17, 2014 4:20 pm   Subject: Intel as a passive surveillance tool
That's interesting.

Though I would suggest that rather than making it the empire's total intel resources you go by the rsources allocated to that race so that weaker races get a chance. I ass ...
  Topic: ReStock Mod
Perimal

Replies: 127
Views: 328907

PostForum: SEIV Spaceport   Posted: Tue Apr 08, 2014 11:54 pm   Subject: ReStock Mod
I thought I might ask this here as there somewhat similar. I just combined TDM remoded and FQM. I started a game and I've encountered a few errors right away. They seem to be AI related so I figured p ...
  Topic: Best/most difficult AI?
Perimal

Replies: 6
Views: 17456

PostForum: Spaceport   Posted: Tue Apr 08, 2014 11:41 pm   Subject: Re: Best/most difficult AI?
So i'm playing TDM remoded + FQM and I was wondering what other races have good/difficult AI? Or are the ones in TDM as good as it gets?

The best TDM AIs by far are the Praetorians and the Eee. In ...
  Topic: More New Components
Perimal

Replies: 9
Views: 25118

PostForum: SEIV Spaceport   Posted: Sun Mar 02, 2014 6:34 pm   Subject: More New Components
Could you include the reduced size cargo components from the "Proportions" mod too.

Thanks
  Topic: Landing troops vs Planetary shields
Perimal

Replies: 12
Views: 25826

PostForum: SEIV Spaceport   Posted: Sat Mar 01, 2014 12:21 am   Subject: Landing troops vs Planetary shields
Just to point out this won't work with an AI for a lot of reasons.

1) Because the AI doesn't launch satellites in a tactical situation and when it does it's a single body of up to 100.

2) I ha ...
  Topic: Average Planet Value
Perimal

Replies: 4
Views: 13136

PostForum: SEIV Spaceport   Posted: Fri Feb 21, 2014 1:15 am   Subject: Re: Average Planet Value
Hi all,
I'm trying to find out info about the average mineral value of planets in a generated map, if that is set by a setting, or hard-coded into the generator.
Thanks
Daviswarrior

You can set ...
  Topic: Infantry Conundrum
Perimal

Replies: 4
Views: 13749

PostForum: SEIV Modding Discussion   Posted: Thu Feb 20, 2014 1:43 am   Subject: Infantry Conundrum
Make the component to large to fit any troop size then create a mount to massively reduce that size for just the infantry using:


If you want to use amount This is an example of what I use for my ...
  Topic: Infantry Conundrum
Perimal

Replies: 4
Views: 13749

PostForum: SEIV Modding Discussion   Posted: Thu Feb 20, 2014 1:31 am   Subject: Re: Infantry Conundrum
I'm trying to develop a "Xenomorph" (yes, an Alien!) infantry unit for an experimental game. The requirement is that it is cheap to produce and does very good damage at a range of 1. I thought of maki ...
  Topic: "Hardpoint" missile mount?
Perimal

Replies: 8
Views: 20490

PostForum: SEIV Modding Discussion   Posted: Fri Jan 24, 2014 10:47 pm   Subject: Re: "Hardpoint" missile mount?
Is it possible to make a "hardpoint" mount for seekers that greatly reduces the size/tonnage of a seeker and limits it to a single-shot?

E.g.

Name := External Mount Missile I
D ...
  Topic: Artwork!
Perimal

Replies: 381
Views: 3408140

PostForum: Malfadorian Shipyards   Posted: Fri Dec 27, 2013 5:02 pm   Subject: Artwork!
Can't say for sure. I just get this:

Fatal error: Call to undefined function session_register() in /home/htdocs/home/modules/Shipyards/index.php on line 522

Confirmed.
  Topic: Old shipsets
Perimal

Replies: 3
Views: 13845

PostForum: SEIV Spaceport   Posted: Mon Dec 23, 2013 12:09 am   Subject: Old shipsets
I like the look of the Taiidan and Hiigaran shipsets. So I think I'll give them a go as they are different - relying mainly on carriers with large numbers of fighters and smaller ships, and few large ...
  Topic: Closing warp point automatically after ship pass through?
Perimal

Replies: 2
Views: 14948

PostForum: SEIV Modding Discussion   Posted: Sat Dec 14, 2013 9:19 pm   Subject: Re: Closing warp point automatically after ship pass through
Hello!

In SE 5 BSG mod, the "FTL drive" can close the warp point after the ship passes through. The warp point as a stellar object allows it to be closed as long as the ship that passes through is ...
  Topic: Old shipsets
Perimal

Replies: 3
Views: 13845

PostForum: SEIV Spaceport   Posted: Sat Dec 14, 2013 5:16 pm   Subject: Old shipsets
I was looking through the shipyards when I came across the Swarm - nasty wasp-like insects. It looked an interesting idea, but there was no AI. But it was a nice unusual set of ships and the short ...
 
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