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  Topic: Windows 10
bearclaw

Replies: 6
Views: 20075

PostForum: Spaceport   Posted: Fri Aug 07, 2015 7:11 am   Subject: Windows 10
I installed Win10 on day one. Its smooth, easy and fast. SEUV runs flawlessly. Haven't tried SEV yet.
  Topic: Dark Nova 4.30 in The Works
bearclaw

Replies: 6
Views: 4470

PostForum: Dark Nova Mod   Posted: Fri Aug 07, 2015 7:09 am   Subject: Dark Nova 4.30 in The Works
Its on the wish list. Not sure yet if ill put them in or not just yet.
  Topic: 1:1 Fully Exploreable Enterprise E
bearclaw

Replies: 4
Views: 6347

PostForum: Spaceport   Posted: Sat Jul 25, 2015 9:52 pm   Subject: 1:1 Fully Exploreable Enterprise E
ok, my son and I just spent almost 2 hours exploring the enterprise D.
That
Was
Awesome!
Very Happy
  Topic: Dark Nova 4.30 in The Works
bearclaw

Replies: 6
Views: 4470

PostForum: Dark Nova Mod   Posted: Sat Jul 25, 2015 7:08 pm   Subject: Dark Nova 4.30 in The Works
So here's the fix list (so far) for DN4.30

-v4.30
Changed family numbers of unique version of racial techs and Enhanced techs to match originals for upgrading (Curtsey of Stormy)
Changed - Break ...
  Topic: 1:1 Fully Exploreable Enterprise E
bearclaw

Replies: 4
Views: 6347

PostForum: Spaceport   Posted: Fri Jul 24, 2015 8:43 pm   Subject: 1:1 Fully Exploreable Enterprise E
NICE! My son and I play Minecraft a lot. Going to show this to him Smile
  Topic: Too many hulls
bearclaw

Replies: 1
Views: 3886

PostForum: Dark Nova Mod   Posted: Fri Jul 24, 2015 6:38 pm   Subject: Too many hulls
My plan is to change each of these hull types to their own tech areas for research. That way, you will only have the hull types that you want.

As per YOUR awesome suggestion Smile
  Topic: Negative Energy Harvester and Stellar Gas Ramscoop
bearclaw

Replies: 3
Views: 4925

PostForum: Dark Nova Mod   Posted: Fri Jul 24, 2015 6:33 pm   Subject: Negative Energy Harvester and Stellar Gas Ramscoop
Working on DN4.30 now.
I'm going to change both of these so that their costs are drastically reduced and their output is increased. The original point of these components was to allow a player to ex ...
  Topic: Dark Nova 4.30 in The Works
bearclaw

Replies: 6
Views: 4470

PostForum: Dark Nova Mod   Posted: Fri Jul 24, 2015 6:15 pm   Subject: Dark Nova 4.30 in The Works
So after many years and many people asking, I am working on an update for Dark Nova 4. v4.30 is in the Works!

What I need from people is suggestions and fixes. I've already gone through the bug lis ...
  Topic: Space Empires board game!?!?
bearclaw

Replies: 7
Views: 8666

PostForum: Spaceport   Posted: Tue Jun 16, 2015 12:44 am   Subject: Space Empires board game!?!?
Update: I've had a chance to play this game a couple times now and I am very impressed! it's a board game version that maintains the same play-style as the computer game.

Freaking Awesome!

Now ...
  Topic: Space Empires board game!?!?
bearclaw

Replies: 7
Views: 8666

PostForum: Spaceport   Posted: Sun Apr 19, 2015 6:08 am   Subject: Space Empires board game!?!?
So, I was in a game store and found a board game called Space Empires 4X by Rodger McGowan, published by GMT Games.

A quick look at the back of the box shows very quickly a pic of a Phong cruiser a ...
  Topic: Dark Nova: alive or dead?
bearclaw

Replies: 16
Views: 58480

PostForum: Dark Nova Mod   Posted: Fri Aug 23, 2013 7:27 pm   Subject: Dark Nova: alive or dead?
That is correct.
SEIV will check for the files in the mod folder first, failing that it will check the default folder and failing that, will give an error.

Edit: sorry for the delay in responding ...
  Topic: Dark Nova: alive or dead?
bearclaw

Replies: 16
Views: 58480

PostForum: Dark Nova Mod   Posted: Fri Aug 16, 2013 8:52 pm   Subject: Dark Nova: alive or dead?
4.29 should be working. At least I'm not aware of any fatal errors.

there are a few race folders that are 'empty' on purpose. The way SE4 grabs images for use in games works so that if it can't fi ...
  Topic: Can this be done:
bearclaw

Replies: 16
Views: 17365

PostForum: SEIV Modding Discussion   Posted: Wed Apr 24, 2013 3:10 pm   Subject: Can this be done:
"The Ability to create a planet is insignificant next to the power of the Force"

Sorry, just couldn't resist Smile

The problem with using a base for this sort of thing is you can't put population o ...
  Topic: Problem running Fusion mod
bearclaw

Replies: 10
Views: 31662

PostForum: SEIV Spaceport   Posted: Wed May 23, 2012 4:14 pm   Subject: Problem running Fusion mod
The problem is that when we put together Fusion we built it off an existing mod that already had tweaked AIs but we didn't know what they were. And since we have only played multi-player games with no ...
  Topic: Starscape Episode 8
bearclaw

Replies: 18
Views: 19065

PostForum: SEIV Spaceport   Posted: Tue Aug 23, 2011 3:57 pm   Subject: Starscape Episode 8
Starscape is a lot of fun if you are into role-playing. I had the pleasure to play in 2 or 3 games (don't recall now) and I'm all over this for another game!
  Topic: Tidied up CompEnhancement.txt
bearclaw

Replies: 10
Views: 32174

PostForum: Dark Nova Mod   Posted: Thu Dec 02, 2010 4:45 pm   Subject: Tidied up CompEnhancement.txt
That's exactly what is needed. When several components have the same family number, whichever component is LAST in the list (and available via tech requirements, etc) is the one that will be available ...
  Topic: Tidied up CompEnhancement.txt
bearclaw

Replies: 10
Views: 32174

PostForum: Dark Nova Mod   Posted: Thu Dec 02, 2010 6:32 am   Subject: Tidied up CompEnhancement.txt
Hey, that's great. That's how DN4 got to be what it is: Lots of input and contributions from those who play.
  Topic: Tidied up CompEnhancement.txt
bearclaw

Replies: 10
Views: 32174

PostForum: Dark Nova Mod   Posted: Thu Dec 02, 2010 4:22 am   Subject: Tidied up CompEnhancement.txt
Polish is good. Very good.
I've got an item on my fix list to go through the components file and do something similar. With each new version I've done some clean-ups but what I plan on doing next is ...
  Topic: Tidied up CompEnhancement.txt
bearclaw

Replies: 10
Views: 32174

PostForum: Dark Nova Mod   Posted: Thu Dec 02, 2010 4:15 am   Subject: Tidied up CompEnhancement.txt
That is wonderful! Thanks! I really do appreiate it and plan on giving full credit where credit is due Smile

A couple of comments just so you are aware. the 49% structures were on purpose. If you appl ...
  Topic: Seeking single player mods
bearclaw

Replies: 22
Views: 30691

PostForum: SEIV Spaceport   Posted: Tue Nov 30, 2010 5:17 pm   Subject: Seeking single player mods
Well Bearclaw, I am pretty sure you are mistaken about the AI's. I just double checked the contents of your 4.29 archive, and in the Cardassian folder there are pics, and a text file for design types, ...
  Topic: Seeking single player mods
bearclaw

Replies: 22
Views: 30691

PostForum: SEIV Spaceport   Posted: Mon Nov 29, 2010 5:09 pm   Subject: Seeking single player mods
Ah, yes. I can understand that. I've added those to my fix list for the next verision. Very good point.

As to the AI's all the stock races should have fully functional TDM-based AI's. As well, ther ...
  Topic: Seeking single player mods
bearclaw

Replies: 22
Views: 30691

PostForum: SEIV Spaceport   Posted: Mon Nov 29, 2010 7:14 am   Subject: Seeking single player mods
What version of Dark Nova did you try? I know that at one point there were quite a few incorrect descriptions and typo's but in one of my updates I went through as mcuh as I could find and attempted t ...
  Topic: Adding new tech levels
bearclaw

Replies: 8
Views: 6363

PostForum: SEIV Modding Discussion   Posted: Mon Oct 25, 2010 1:58 am   Subject: Adding new tech levels
Once I did the update and saw that the new techs were not showing, I remembered this happening years ago with another mid-game update too. I just can't recall if there was any sort of solution or not. ...
  Topic: Adding new tech levels
bearclaw

Replies: 8
Views: 6363

PostForum: SEIV Modding Discussion   Posted: Sun Oct 24, 2010 10:04 pm   Subject: Adding new tech levels
Hence the patch file I created. For existing games, the new tech areas , components, etc were added to end of each appropriate file. The full version has them sorted better.

All other things that ...
  Topic: Adding new tech levels
bearclaw

Replies: 8
Views: 6363

PostForum: SEIV Modding Discussion   Posted: Sun Oct 24, 2010 9:15 pm   Subject: Adding new tech levels
Nope. That doesn't work. I just finished the next version of Dark Nova mod and created a patch for existing games to be able to upgrade to it. I've applied the patch files to the current PBW game but ...
 
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