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Author Message
  Topic: Mines and Satellites
Skyburn

Replies: 11
Views: 341956

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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...? Wink
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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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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