Author |
Message |
Topic: Mines and Satellites |
Skyburn
Replies: 11
Views: 341956
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Forum: SEIV Modding Discussion Posted: Sun Aug 16, 2015 1:33 am 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: Missing Downloads |
Skyburn
Replies: 8
Views: 179856
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Forum: SEIV AI Modding Discussion Posted: Tue Jul 07, 2015 9:22 pm Subject: Missing Downloads |
Those glass shields never worked right for me. |
Topic: Mines and Satellites |
Skyburn
Replies: 11
Views: 341956
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Forum: SEIV Modding Discussion Posted: Sun Jun 21, 2015 11:36 pm Subject: Mines and Satellites |
Unless larger mines are cheaper to build than smaller ones, or the number of mines per sector is set very low, then I tend to agree that larger mines aren't too useful.
I think the best way to make ... |
Topic: Do you retrofit build? |
Skyburn
Replies: 1
Views: 23529
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Forum: SEV Spaceport Posted: Sun Jun 14, 2015 7:53 pm Subject: Do you retrofit build? |
One thing I did in making Skymod was streamline the process of retrofit building. I removed the % of original design restriction, increased the cost of adding components via retrofit, and put a greate ... |
Topic: Only 1 Emissive Armor |
Skyburn
Replies: 8
Views: 53135
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Forum: Balance Mod Posted: Tue Jun 02, 2015 2:17 am Subject: Only 1 Emissive Armor |
It's because of a bug. Emissive amounts will stack on units, which means you can design an invulnerable unit. This can crash the game.
I think Ekolis developed a fix for emissive armor on units, bu ... |
Topic: SpaceEmpires Wiki |
Skyburn
Replies: 6
Views: 374455
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Forum: SEIV Spaceport Posted: Sat May 30, 2015 11:03 pm Subject: SpaceEmpires Wiki |
I noticed something weird about it last week. Before that it was fine.
Does anyone know how to contact Fyron and let him know?
A PM should do it. I think you can also email him at admin (at) s ... |
Topic: Units on planets towards score issue |
Skyburn
Replies: 1
Views: 11813
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Forum: SEV Modding Discussion Posted: Fri May 22, 2015 10:52 pm Subject: Units on planets towards score issue |
It's possible that the score is taking population and facility tonnage to get that figure. |
Topic: get_empire_specific_facility_count |
Skyburn
Replies: 2
Views: 29806
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Forum: SEV Modding Discussion Posted: Wed May 20, 2015 1:37 am Subject: get_empire_specific_facility_count |
The function does work. This is how I made a one per empire facility in Skymod:
Requirement 3 Description := There is a limit of one Capitol per empire.
Requirement 3 Formu ... |
Topic: Modding Questions |
Skyburn
Replies: 11
Views: 126231
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Forum: SEV Modding Discussion Posted: Sat Apr 25, 2015 9:38 pm Subject: Modding Questions |
You don't need to contact the original creator, but it can't hurt to try to contact him/her first. Most mod authors probably don't mind if you use their mods as a base for your own. |
Topic: Bugs |
Skyburn
Replies: 3
Views: 19944
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Forum: SF Spaceport Posted: Tue Apr 21, 2015 7:50 pm Subject: Bugs |
13. Quantum reactors are sold, but they are pretty rare. |
Topic: Planetary ECM - would it work? |
Skyburn
Replies: 2
Views: 20796
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Forum: SEIV Modding Discussion Posted: Thu Apr 16, 2015 12:32 am Subject: Planetary ECM - would it work? |
According to the wiki, no. But it would work on a weapon platform. |
Topic: Modding Questions |
Skyburn
Replies: 11
Views: 126231
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Forum: SEV Modding Discussion Posted: Sat Apr 04, 2015 10:17 pm Subject: Modding Questions |
I don't know of any way to stop tech sharing via treaty. Theoretically you could script the AI so it would not offer or accept a tech sharing treaty.
Alliances are an unimplemented feature. They do ... |
Topic: abilities that don't work on planets |
Skyburn
Replies: 2
Views: 18161
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Forum: SEIV Modding Discussion Posted: Thu Apr 02, 2015 10:05 pm Subject: abilities that don't work on planets |
The abilities page on the wiki is a good place to start. I've never encountered any errors there.
http://wiki.spaceempires.net/index.php/Abilities.txt_%28SEIV%29 |
Topic: Even bigger armor mounts? |
Skyburn
Replies: 5
Views: 19717
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Forum: DJAS Mod Posted: Sun Mar 29, 2015 2:27 pm Subject: Even bigger armor mounts? |
The tiny mount list is one of the most horrible UI decisions ever. Even putting it in a separate window like SE4 was better. |
Topic: Special Damage Types vs. Units |
Skyburn
Replies: 10
Views: 114655
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Forum: SEIV Spaceport Posted: Fri Mar 20, 2015 11:50 pm Subject: Special Damage Types vs. Units |
Oh, that's interesting - units actually have shields? I thought shield points just added to HP... Does shield regeneration work on units? What about emissive armor?
I've long suspected that shield ... |
Topic: Displayed speed of ships during turns |
Skyburn
Replies: 5
Views: 13909
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Forum: SEV Spaceport Posted: Sun Mar 08, 2015 2:29 am Subject: Displayed speed of ships during turns |
You could play simultaneous instead of turn-based. Ships move during turn processing, so you don't have to sit through your ships moving at the beginning of your turn. |
Topic: How well backed up is SpaceEmpires.net? |
Skyburn
Replies: 11
Views: 304936
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Forum: Spaceport Posted: Thu Mar 05, 2015 7:32 pm Subject: How well backed up is SpaceEmpires.net? |
Golden Eclipse Beta & Patch downloads are also broken...
I think they might have been removed by the author. He removed all of his graphics, too.
EDIT: Dark UI Mod: http://forum.shrapnelga ... |
Topic: No aliens mod |
Skyburn
Replies: 19
Views: 45051
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Forum: SEIV Modding Discussion Posted: Thu Feb 26, 2015 2:27 am Subject: No aliens mod |
System conditions improvement plants aren't affected by planet-based condition penalties. I don't know about Adamant, but in CB that makes the penalties rather useless. There's not much reason to mess ... |
Topic: No aliens mod |
Skyburn
Replies: 19
Views: 45051
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Forum: SEIV Modding Discussion Posted: Mon Feb 23, 2015 10:38 pm Subject: No aliens mod |
Not sure if there are any SE5 mods that make mineral miners affect happiness or conditions, but an old SE4 mod called Adamant does this.
It should be noted that conditions can't be reduced in SE4 o ... |
Topic: FrEee Releases |
Skyburn
Replies: 135
Views: 3897603
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Forum: FrEee Posted: Thu Feb 12, 2015 12:35 am Subject: FrEee Releases |
It plays ok, a bit slower than se4, but there are still a lot of unimplemented features. |
Topic: Balance Mod v1.20 Tech Preview |
Skyburn
Replies: 43
Views: 281526
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Forum: Balance Mod Posted: Sat Feb 07, 2015 10:53 pm Subject: Balance Mod v1.20 Tech Preview |
So... What I'm hearing is that leveling up bothers you...?
No, it's altering the size of vehicles that is annoying, since they must now be redesigned. With units it can also break automated c ... |
Topic: Balance Mod v1.20 Tech Preview |
Skyburn
Replies: 43
Views: 281526
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Forum: Balance Mod Posted: Sat Jan 24, 2015 12:12 am Subject: Balance Mod v1.20 Tech Preview |
I also eliminated the "levels" for Mines. There are the same three sizes but now the "cloak" level of the mines is received automatically and is applied to all existing mines.
I tried a similar fe ... |
Topic: Design Type Naming Convention |
Skyburn
Replies: 6
Views: 17376
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Forum: Balance Mod Posted: Mon Jan 12, 2015 8:31 pm Subject: Design Type Naming Convention |
I don't generally use most of the design types in PvP games because enemies can see your design type. The addition of more generic types in addition to special ones would be nice. Hull (Type1) etc. |
Topic: Balance Mod v1.19j Available! |
Skyburn
Replies: 5
Views: 80655
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Forum: Balance Mod Posted: Mon Jan 12, 2015 8:23 pm Subject: Balance Mod v1.19j Available! |
Thanks for the update! |
Topic: Ideas for scenarios |
Skyburn
Replies: 2
Views: 12123
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Forum: SEV Modding Discussion Posted: Wed Dec 31, 2014 5:47 pm Subject: Ideas for scenarios |
That one sounds interesting. I should probably check out the other SE4 scenarios for ideas, too. |
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