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  Topic: Big Major Long-Term Project - Fix Alliances
Zwo_Dvoongar

Replies: 1
Views: 42877

PostForum: SEV AI Modding Discussion   Posted: Sun Apr 05, 2015 2:28 pm   Subject: Big Major Long-Term Project - Fix Alliances
Okay, for those who may not know, the major issues with alliances were:

The AI does not "see" them.
The AI does not know an individual empire is in an alliance, and will still declare war on membe ...
  Topic: Big Major Long-Term Project - Fix Alliances
Zwo_Dvoongar

Replies: 1
Views: 42877

PostForum: SEV AI Modding Discussion   Posted: Sun Apr 05, 2015 2:12 pm   Subject: Big Major Long-Term Project - Fix Alliances
Now that I know which is which, it seems to me that most of the Alliance issues were script-related, rather than hard code problems. It just might be possible to make alliances functional, with enough ...
  Topic: Modding Questions
Zwo_Dvoongar

Replies: 11
Views: 126225

PostForum: SEV Modding Discussion   Posted: Sun Apr 05, 2015 1:58 pm   Subject: Modding Questions


Alliances are an unimplemented feature. They don't work right and shouldn't be used.



I was just concerned that if the AI's are using alliances it would make my game crash at some point or b ...
  Topic: What does everyone use ministers for?
Zwo_Dvoongar

Replies: 5
Views: 31044

PostForum: Balance Mod   Posted: Sun Apr 05, 2015 1:42 pm   Subject: What does everyone use ministers for?
Be advised: the population minister scraps non-breathers when breathers are present.

I usually only use the population transport minister. Sometimes, if my empire's big, and I have more than one ty ...
  Topic: Armor and Shield Usage
Zwo_Dvoongar

Replies: 9
Views: 54508

PostForum: Balance Mod   Posted: Tue Mar 17, 2015 2:04 pm   Subject: Armor and Shield Usage
Some examples of my designs can be found in my fanfic

http://www.spaceempires.net/ftopict-9143.html

I believe at least minimal defenses are necessary, but offense is more likely to prevail in a ...
  Topic: Balance Mod v1.20 Tech Preview
Zwo_Dvoongar

Replies: 43
Views: 281526

PostForum: Balance Mod   Posted: Fri Mar 13, 2015 10:52 am   Subject: Balance Mod v1.20 Tech Preview
I only looked at the first pdf, but every change I saw seems to be an improvement. Good work!
  Topic: Weapon Effects
Zwo_Dvoongar

Replies: 5
Views: 18943

PostForum: SEV Modding Discussion   Posted: Sun Mar 01, 2015 4:02 pm   Subject: Weapon Effects
Well, I didn't know we could add new effects. This is pretty cool. I had just been replacing the extant effects with the ones I wanted.

I'll add that the SE5 system for any group of pictures incorp ...
  Topic: Balance Mod v1.20 Alpha Available!
Zwo_Dvoongar

Replies: 120
Views: 701285

PostForum: Balance Mod   Posted: Sun Mar 01, 2015 5:56 am   Subject: Balance Mod v1.20 Alpha Available!
It's great to see you're still working, Cap'n!

Just a (weak) suggestion on the regen comps: modwise, it'd be easy to make separate Shield Regenerators for each type of shield (all available without ...
  Topic: Using Scripting Toolkit
Zwo_Dvoongar

Replies: 1
Views: 13661

PostForum: SEV Modding Discussion   Posted: Sat Feb 28, 2015 12:18 pm   Subject: Using Scripting Toolkit
Actually you do have to copy & paste them in, and where to put them isn't always easy to explain. I think Kwok used at least a couple in the Balance Mod scripts.

Most, maybe all, of the SJ Util ...
  Topic: NON-SPOILER Thread on the Space Empires at War Mod
Zwo_Dvoongar

Replies: 48
Views: 144548

PostForum: SEV Modding Discussion   Posted: Sat Feb 28, 2015 12:05 pm   Subject: Brief Update
Here's a non-progress report. A few days after my last post, I lost interest in Space Empires. It happened to me once before, and the same thing happened again. I didn't want to look at my mod; I didn ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Fri Nov 07, 2014 7:08 am   Subject: Something for me to do
Backtracking took a while, but it seems I never added instructions for the AI scripts to build Repair Dock facilities. I'll need to do that sometime. Ideally, I need to find and study Kwok's retrofit ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Wed Nov 05, 2014 3:29 pm   Subject: SEAW Mod discussion with SPOILERS
Well Borg I was thinking of making the bonus based on your tech level in Borg tech, perhaps +5 per level instead of a flat +22.5?

Still not sure about the idea of limiting a weapon to one per ship. ...
  Topic: Battlestar Galactica: 35th Anniversary Mod
Zwo_Dvoongar

Replies: 8
Views: 27220

PostForum: SEV Modding Discussion   Posted: Wed Nov 05, 2014 2:50 pm   Subject: Battlestar Galactica: 35th Anniversary Mod
I like the old BSG, so I voted "yes". My SE time is all eaten up for quite a while, so I won't be trying your mod soon. I salute your efforts, and bid you success.
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Tue Nov 04, 2014 10:50 am   Subject: SEAW Mod discussion with SPOILERS
Well... here's how I did Biquadseptium in Warp 10:Requirement 2 Description := Empire must have found Element 247 or be either Species 8472, Acamarian, or Orion.
Requirement ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Mon Nov 03, 2014 8:22 am   Subject: SEAW Mod discussion with SPOILERS
Hmm... interesting. I still haven't figured out exactly what all you did with your tech tree. Some of your requirement descriptions are beyond vague... "Must clear requirements"? WHAT REQUIREMENT! ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Sun Nov 02, 2014 2:55 pm   Subject: SEAW Mod discussion with SPOILERS
I haven't looked through all of components yet, but I jotted down a few observations about what I have looked at.

-=-Armor
-Midnight armor
20kt, 60+L(Cool*13 = 60 to 151

kinda weak structurally, ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Thu Oct 23, 2014 3:45 pm   Subject: Eliminating the issue
Okay, I just figured out a way to fix it so you won't have to worry about accidentally including an unplayable empire folder. If you want to try this, you must follow instructions to the letter.

St ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Thu Oct 23, 2014 3:04 pm   Subject: SEAW Mod discussion with SPOILERS
I recommend you play as Romulan

Given that quick start doesn't work and the Romulan shipsets aren't available in a full start game, how do I do this?

The shipset is available; what is not availa ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Thu Oct 23, 2014 3:59 am   Subject: SEAW Mod discussion with SPOILERS
Heh... I'm the kind of person who would get the weapon damage data by looking in components. Razz
Your shortcut is shorter.

Back when I was doing it, I still needed to verify the workings of the com ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Thu Oct 23, 2014 3:40 am   Subject: SEAW Mod discussion with SPOILERS
For a snapshot of the higher levels, one can start a "max tech" game, and fool around in the simulator. "Max tech" isn't fun in SEAW; I'm not sure how playable it even is. Some of the tech trees can g ...
  Topic: NON-SPOILER Thread on the Space Empires at War Mod
Zwo_Dvoongar

Replies: 48
Views: 144548

PostForum: SEV Modding Discussion   Posted: Tue Oct 21, 2014 10:54 pm   Subject: Good news, in a way
Well over a dozen downloads, according to the counter. The test version of SEAW has been available for nearly a month now. For the benefit of those exercising restraint, and refraining from viewing th ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Tue Oct 21, 2014 10:52 pm   Subject: Good news, in a way
Oops - posted this in the wrong thread!

Well over a dozen downloads, according to the counter. The test version of SEAW has been available for nearly a month now. For the benefit of those exercisin ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Tue Oct 21, 2014 3:58 am   Subject: SEAW Mod discussion with SPOILERS
I meant to say Human controlled Jreanar vs Human Controlled TrekCiv.
The former will just hit the weapons research & go hunting.

You raise an issue I'd like to stress: multiplayer!

If someo ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Mon Oct 20, 2014 8:26 am   Subject: SEAW Mod discussion with SPOILERS
AFIAK the Trek Civ *must* have massive warfighting tech to stay alive.
Compare a Jreanar civiilisation vs Trek Civ. Former heads to WMG (even Fusion ) weapons, latter just melts away.

That last t ...
  Topic: SEAW Mod discussion with SPOILERS
Zwo_Dvoongar

Replies: 36
Views: 102100

PostForum: SEV Modding Discussion   Posted: Sun Oct 19, 2014 8:46 pm   Subject: SEAW Mod discussion with SPOILERS
One thing I have noticed is that the test game I have proceeds at a glacially slow pace research wise.

I set up a 3 homeworld, cheap research scenario. I have most of the the planets in the home s ...
 
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