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  Topic: What do you want to see in a Star Trek mod?
TheThirdEye

Replies: 716
Views: 738694

PostForum: SEV Modding Discussion   Posted: Sat Jan 08, 2011 9:22 am   Subject: What do you want to see in a Star Trek mod?
+facility space is very powerful (perhaps having -cargo space to offset it, making it harder to defend the planets?).
+organics is only (possibly) worth it if the race is organic.

Perhaps sets of ...
  Topic: BM: Starting things off
TheThirdEye

Replies: 4
Views: 2260

PostForum: SEV Spaceport   Posted: Sat Jul 24, 2010 6:18 am   Subject: BM: Starting things off
One of the first things I would suggest is sensors. Up to 3 or even 4 if you can. Lets you explore/survey SO much faster. Other wise it's a choice of empire personality.
  Topic: Alliance problems
TheThirdEye

Replies: 4
Views: 2187

PostForum: SEV Spaceport   Posted: Sat Jul 24, 2010 6:12 am   Subject: Alliance problems
I would recommend against it myself. As Captain Kwok pointed out the alliances don't really work properly, and even if they did they are Less useful than normal treaties.
However you Could take over ...
  Topic: Really dissapointed with SE:V please give me hope!
TheThirdEye

Replies: 11
Views: 5102

PostForum: SEV Spaceport   Posted: Sat Jul 24, 2010 5:59 am   Subject: Really dissapointed with SE:V please give me hope!
The PBW game I run is 7 Humans and 10 AIs. Large Galaxy, standard Balance Mod, simultaneous combat with replays. Turn 79.
Turn processing is about 1Hr, sometimes a little more.
PIII-933 512Mb XP
  Topic: Supply & Ordnance question
TheThirdEye

Replies: 7
Views: 3240

PostForum: SEV Spaceport   Posted: Wed Jul 14, 2010 8:52 am   Subject: Supply & Ordnance question
My impression was that, after distribution, any extra that wasn't distributed would be added to the planet that the depot was on.
I've never noticed any distribution to other planets in the system. ...
  Topic: Version 1.1 - Stuff to fix
TheThirdEye

Replies: 14
Views: 64326

PostForum: SEV Proportions Mod   Posted: Thu Jul 08, 2010 4:59 am   Subject: Version 1.1 - Stuff to fix
IIRC Drones CAN'T be recovered by carriers. That being the case, once launched in a system they are stuck there until death.

I think it is possible to change that about drones, but then what is th ...
  Topic: DJAS v75+, many Bothans died to bring you this version!
TheThirdEye

Replies: 228
Views: 454633

PostForum: DJAS Mod   Posted: Wed Jul 07, 2010 6:27 am   Subject: DJAS v75+, many Bothans died to bring you this version!
Mounts don't 'work' for seeker weapons. Kinda.
IIRC the Damage multiple Does. I know that the launcher size, structure and supplies does (did anyway, this was back in the v1.4x days).

Range is N ...
  Topic: What do you want to see in a Star Trek mod?
TheThirdEye

Replies: 716
Views: 738694

PostForum: SEV Modding Discussion   Posted: Wed Jul 07, 2010 5:57 am   Subject: What do you want to see in a Star Trek mod?
Kzinti are from 'Known Space' the Sci/Fi worlds of Larry Niven. Razz

They were added to Star Trek by Niven in an episode of Star Trek: The Animated Series that he wrote called "The Slaver Weapon". ...
  Topic: Diplomacy in SEV vs. Diplomacy in other similar titles
TheThirdEye

Replies: 14
Views: 29289

PostForum: SEV Spaceport   Posted: Wed Jul 07, 2010 5:19 am   Subject: Diplomacy in SEV vs. Diplomacy in other similar titles
Patience with treaties.
If the AI offers worse options than the treaty you have say NO (although it will affect your relations if you do). Very Happy Or even better, offer a counter treaty.

Sometimes i ...
  Topic: Horrible Frame Rates
TheThirdEye

Replies: 4
Views: 2474

PostForum: SEV Spaceport   Posted: Wed Jul 07, 2010 2:27 am   Subject: Horrible Frame Rates
At that FPS the only real solution I know of is dual booting. XP or 98 both work well. I found 7-15 FPS went to 50-70 FPS using the same system (a little better under 98, but that depends on the vid ...
  Topic: Granting Independence
TheThirdEye

Replies: 7
Views: 25279

PostForum: SEV Play By Web   Posted: Wed Jul 07, 2010 2:07 am   Subject: Granting Independence
Change one of the AI players to human and take over that instead. I'm sure it will be a mess for a human but fixable within 3-5 turns.
  Topic: Balanced Game
TheThirdEye

Replies: 7
Views: 24915

PostForum: SEV Play By Web   Posted: Wed Jul 07, 2010 2:03 am   Subject: Balanced Game
The Empire is stable, but still endangered by war with the Phong.
Resources are stable, construction is better (more Space Yards now) and most places have been mined.
Another turn or two and I will ...
  Topic: Known Issues in v1.19 Series
TheThirdEye

Replies: 498
Views: 794234

PostForum: Balance Mod   Posted: Fri Jun 18, 2010 7:51 pm   Subject: Known Issues in v1.19 Series
Definitely sounds like the Ship Design minister is on (the bastard), and the Retrofit minister.
What I want to know is how do I tell Ship Design how to build my ships? I know it's in the scripts, bu ...
  Topic: I think I'm bored of 'culture'
TheThirdEye

Replies: 7
Views: 13178

PostForum: Crimson Concept Mod   Posted: Fri Jun 18, 2010 7:00 pm   Subject: I think I'm bored of 'culture'
If you also took out the AI Tag, it should stop the AI from building them should it not?
  Topic: Some input
TheThirdEye

Replies: 6
Views: 11845

PostForum: Crimson Concept Mod   Posted: Fri Jun 18, 2010 6:57 pm   Subject: Some input
But fully functional AI yes? I'll try a solo game first then.
  Topic: Insanity Research Facility, nomad techs
TheThirdEye

Replies: 14
Views: 27167

PostForum: Crimson Concept Mod   Posted: Fri Jun 18, 2010 6:51 pm   Subject: Insanity Research Facility, nomad techs
Not the first mod to have this problem. Shocked
The scope is the key, and it depends on how you want the ship to function. It won't be quite what you want (that was the problem before). I don't recal ...
  Topic: some questions
TheThirdEye

Replies: 51
Views: 11609

PostForum: SEV Spaceport   Posted: Fri Jun 18, 2010 6:33 pm   Subject: some questions
If you have enough intel to spare (which it doesn't seem like now, but if you put it All against them with nothing for defense...) then you could use it to take back your ships.
Your description sugg ...
  Topic: Balanced Game
TheThirdEye

Replies: 7
Views: 24915

PostForum: SEV Play By Web   Posted: Fri Jun 18, 2010 6:10 pm   Subject: Balanced Game
His position is now almost stable.
The race is Crystalline and Natural Merchants. There are still Issues with some of the neighbours, but new treaties and altered construction has greatly improved th ...
  Topic: Granting Independence
TheThirdEye

Replies: 7
Views: 25279

PostForum: SEV Play By Web   Posted: Fri Jun 18, 2010 5:54 pm   Subject: Granting Independence
How many AIs did you have Before you granted independence? There is a limit of 20 Players total including both Humans and AIs. Did independence create empire 21?

Have your friend take over one of ...
  Topic: Artificial Sphere World: Colonizing?
TheThirdEye

Replies: 8
Views: 5211

PostForum: SEV Spaceport   Posted: Tue Jun 15, 2010 5:00 am   Subject: Artificial Sphere World: Colonizing?
Shrike is correct. The constructed worlds are your home type and atmosphere.
The mod you are playing must not have added the water type to spheres (and I assume rings).

Creating a planet using the ...
  Topic: Trainer for v1.79?
TheThirdEye

Replies: 13
Views: 5182

PostForum: SEV Spaceport   Posted: Fri Jun 11, 2010 2:11 am   Subject: Trainer for v1.79?
Lots of the cheat codes don't work if it's a simultaneous game.
Specifically, neither of the ones you mentioned work. Same with Intel, repair ship, restore movement...

Also, you need to have chea ...
  Topic: Can you use the BSG mod in simultaneous play?
TheThirdEye

Replies: 7
Views: 32035

PostForum: Battlestar Galactica   Posted: Thu May 13, 2010 1:16 pm   Subject: Can you use the BSG mod in simultaneous play?
The solution 'may' be as simple as the one for that problem in SEIV. Give the order to warp though some warp point on the map and then delete the move-to order. You may have to play with moving away ...
  Topic: Resource questions
TheThirdEye

Replies: 2
Views: 1425

PostForum: SEV Spaceport   Posted: Sat May 08, 2010 6:40 pm   Subject: Resource questions
I believe that construction use is taken before trade. I'm not sure of the order, but I think others are taken out first as well.
Your best bet is to build more mineral storage so that the overflow ...
  Topic: Custom Racial Traits mini-mod
TheThirdEye

Replies: 6
Views: 4635

PostForum: Balance Mod   Posted: Sat May 08, 2010 6:32 pm   Subject: Custom Racial Traits mini-mod
Almost definitely. On the other hand it's a simple little program, that's easy to write and test if you're looking to learn programming.
  Topic: Known Issues in v1.19 Series
TheThirdEye

Replies: 498
Views: 794234

PostForum: Balance Mod   Posted: Wed May 05, 2010 7:21 pm   Subject: Known Issues in v1.19 Series
they do if you have better tech, but are outnumbered. I had one ship with good shields with rechargers, so the comps 5 ships couldn't hurt my one ship, but it was taking him awhile to kill them by him ...
 
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