Author |
Message |
Topic: Getting a few requests for Old Star Trek Mod help |
SuicideJunkie
Replies: 7
Views: 33459
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Forum: SEIV Spaceport Posted: Sat Jan 10, 2015 3:56 am Subject: Getting a few requests for Old Star Trek Mod help |
EMP files are only useful for manually adding empires.
You will want to select the option to randomly add AIs.
If you really want an EMP, you can start a game, then go into the host controls and s ... |
Topic: Design Type Naming Convention |
SuicideJunkie
Replies: 6
Views: 17376
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Forum: Balance Mod Posted: Sat Jan 10, 2015 3:25 am Subject: Design Type Naming Convention |
That current list looks effectively random to me.
Sorting by vehicle type is a quite handy way to go.
Another possibility is to sort by use, which the current scheme is not quite accomplishing.
... |
Topic: Infinite planets in a system |
SuicideJunkie
Replies: 4
Views: 14462
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Forum: SEIV Modding Discussion Posted: Fri Sep 12, 2014 3:34 am Subject: Infinite planets in a system |
Not with stock destroyers, but if you mod up the power level...
I'm still fond of the old 1.67 ish era bug which let you move planets by ordering your ship to destroy them and then travel, and the ... |
Topic: Idea for avoiding megastacks of ships |
SuicideJunkie
Replies: 3
Views: 14224
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Forum: SEV Modding Discussion Posted: Fri Mar 07, 2014 4:37 am Subject: Idea for avoiding megastacks of ships |
There is a natural tendency to gather all ships into one giant ball of doom, and roll around wiping out any smaller balls of doom in battle.
Supply limitations could be set up to help reduce that a ... |
Topic: Should quantum reactors function as mobile resupply depots? |
SuicideJunkie
Replies: 22
Views: 32260
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Forum: FrEee Posted: Sun Mar 02, 2014 7:24 pm Subject: Should quantum reactors function as mobile resupply depots? |
You could always have it just fill the ship its on at the end of the turn.
Ship A with QR fills up to 10000/10000.
Then if it shares with a fleet of four others (all empty) it would result in them ... |
Topic: More New Components |
SuicideJunkie
Replies: 9
Views: 24448
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Forum: SEIV Spaceport Posted: Sun Mar 02, 2014 7:06 pm Subject: More New Components |
Just make sure you're starting with components v33 to avoid conflicts.
Also, an irfanview batch conversion from BMP to BMP needs to be done on all the images once you're done. There were problems on ... |
Topic: The little things: Cool features that SE4 lacks |
SuicideJunkie
Replies: 76
Views: 896767
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Forum: FrEee Posted: Sun Dec 15, 2013 4:11 pm Subject: The little things: Cool features that SE4 lacks |
Simultaneous is great for single player as well.
It prevents a lot of cheat stuff like shipping your new breather population across the entire galaxy in one turn with a transport relay. It also avoi ... |
Topic: The little things: Cool features that SE4 lacks |
SuicideJunkie
Replies: 76
Views: 896767
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Forum: FrEee Posted: Fri Dec 13, 2013 11:13 pm Subject: The little things: Cool features that SE4 lacks |
I would totally play that:
The colony on Tudran IV is throwing a tantrum!
The colony is struck by a Magma Projector XII! Its population flies off in an arc! |
Topic: SF Slotmodder problem |
SuicideJunkie
Replies: 5
Views: 22005
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Forum: SF Spaceport Posted: Tue Dec 10, 2013 11:12 pm Subject: SF Slotmodder problem |
Thanks Skyburn. Apparently windows doesn't ship with that anymore.
I've added it to the libraries_you_might_be_missing directory on imagemodserver. |
Topic: SJ's Tech Gridder |
SuicideJunkie
Replies: 1
Views: 14805
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Forum: SEIV Modding Discussion Posted: Fri Aug 23, 2013 9:58 pm Subject: SJ's Tech Gridder |
See:
http://www.spaceempires.net/modules.php?name=Forums&file=viewtopic&p=36495
and
http://forum.shrapnelgames.com/showthread.php?t=11999 |
Topic: SEIV to go |
SuicideJunkie
Replies: 6
Views: 36530
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Forum: SEIV Spaceport Posted: Sat Aug 17, 2013 4:27 pm Subject: SEIV to go |
I remember back in the day when you had to trim out the 800x600 graphics and reduce the color depth on the 1024x768 graphics in order to pack it all on to a 16 or maybe 32 MEG stick  |
Topic: SE IV Windowed Mode...sort of... |
SuicideJunkie
Replies: 6
Views: 36591
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Forum: SEIV Spaceport Posted: Sat Aug 17, 2013 4:13 pm Subject: SE IV Windowed Mode...sort of... |
Although it is written in autohotkey, there really aren't many hot keys being added:
Shift-click = add/remove 10x on the design screen
Ctrl-click = add/remove 50x on the design screen
Also:
Esc ... |
Topic: FrEee features wishlist |
SuicideJunkie
Replies: 115
Views: 1724884
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Forum: FrEee Posted: Thu Jul 25, 2013 10:24 pm Subject: FrEee features wishlist |
If you're going to fix the component hit chances, don't half-ass it; go for a cross section attribute independent of everything else. |
Topic: The little things: Cool features that SE4 lacks |
SuicideJunkie
Replies: 76
Views: 896767
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Forum: FrEee Posted: Sat Jul 20, 2013 1:51 am Subject: The little things: Cool features that SE4 lacks |
Oh, yeah, I also wanted to mention: When specifying abilities and tech requirements in the mod files, no longer must you put those silly numbers and "Number of Abilities" fields! So instead of
This w ... |
Topic: The little things: Cool features that SE4 lacks |
SuicideJunkie
Replies: 76
Views: 896767
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Forum: FrEee Posted: Fri Jul 19, 2013 3:20 am Subject: The little things: Cool features that SE4 lacks |
Balancing the resource costs of things is certainly a good idea.
Another thing to do is something interesting like making troops cost lots of organics, and drop the orgs build rate of space yards.
... |
Topic: The little things: Cool features that SE4 lacks |
SuicideJunkie
Replies: 76
Views: 896767
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Forum: FrEee Posted: Fri Jul 19, 2013 12:00 am Subject: The little things: Cool features that SE4 lacks |
That would not be a bad thing, Ed. It would just increase the options available for where to build your ships.
You'd also be able to slip a scout ship into the build queue without setting your col ... |
Topic: The little things: Cool features that SE4 lacks |
SuicideJunkie
Replies: 76
Views: 896767
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Forum: FrEee Posted: Thu Jul 18, 2013 11:01 pm Subject: The little things: Cool features that SE4 lacks |
You must be thinking of SE3, where there was only Construction points to spend, and repair rates were used to determine construction time.
Repairs have spilled over from one ship to another ever si ... |
Topic: Tactics discussion. |
SuicideJunkie
Replies: 20
Views: 41485
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Forum: FrEee Posted: Wed Jun 05, 2013 1:40 am Subject: Tactics discussion. |
To avoid movement blocking in ships moving on a grid:
- Ships are allowed to overlap/stack in the same sector as allies.
- Ships that end turn in a stack cannot fire.
- Attacks against a stacked ... |
Topic: SE IV Windowed Mode...sort of... |
SuicideJunkie
Replies: 6
Views: 36591
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Forum: SEIV Spaceport Posted: Mon Feb 18, 2013 6:20 am Subject: SE IV Windowed Mode...sort of... |
I'd suggest virtual box, myself.
The free version of Vbox is about equivalent to the paid version of Vmware.
That said, SE4 doesn't need resources. Its happy with win95 and 32 megs of ram is more ... |
Topic: Will not install |
SuicideJunkie
Replies: 16
Views: 318628
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Forum: SEIII Spaceport Posted: Sat Jan 19, 2013 4:46 pm Subject: Will not install |
Se3 will run under win3.11 (Although you can't register because Win3 has no registry)
And Win3.11 will run under dosbox
I've heard some folks have run SE4 and even 5 using wine in the IRC chann ... |
Topic: Are you running a CB mod game on PBW? Open autohosting |
SuicideJunkie
Replies: 1
Views: 19447
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Forum: SEIV Spaceport Posted: Thu Dec 13, 2012 2:46 am Subject: Are you running a CB mod game on PBW? Open autohosting |
PBW now has the ability to request an autohost for your games!
Since I'm running an autohost for my own games anyways, and there is plenty of CPU left on the virtual machine, I'm opening it up to p ... |
Topic: Maximum Number of Ships |
SuicideJunkie
Replies: 19
Views: 33515
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Forum: SEIV Spaceport Posted: Thu Dec 13, 2012 2:11 am Subject: Maximum Number of Ships |
Biggest battle I had involved about 1000 ships, 10000 fighters, 100,000 missiles.
It took 8 hours to process on a sad little 166mhz pentium laptop with 48 megs of ram.
It also took only 2.5 hours ... |
Topic: Perl scripts for bulk processing AI files |
SuicideJunkie
Replies: 6
Views: 40325
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Forum: SEIV AI Modding Discussion Posted: Fri Nov 23, 2012 1:58 pm Subject: Perl scripts for bulk processing AI files |
If you separate out the file import/export to a module, it would make a good CPAN package. |
Topic: components better small or large? |
SuicideJunkie
Replies: 12
Views: 26842
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Forum: SEIV Modding Discussion Posted: Sun Oct 07, 2012 1:15 pm Subject: components better small or large? |
I once had an unarmed colony ship that scored +2XP from combat before it landed.
Unarmored scouts just splatter like bugs on the domed colony module
Which means that the biggies are absorbi ... |
Topic: 3rd Type of shields!! |
SuicideJunkie
Replies: 3
Views: 15208
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Forum: SEIV Modding Discussion Posted: Wed Oct 03, 2012 11:42 pm Subject: 3rd Type of shields!! |
Yeah.
I put phased on the planetary shields, since they're way too porous otherwise. |
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