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  Topic: Space Empires board game!?!?
Urendi_Maleldil

Replies: 7
Views: 20717

PostForum: Spaceport   Posted: Tue May 19, 2015 5:03 pm   Subject: Space Empires board game!?!?
Wow, I've seen the board game, but I had no idea it was the same Space Empires.

You can also play via the VASSAL board game emulator:
http://www.vassalengine.org/wiki/Module:Space_Empires:_4X
  Topic: Having fun with the GUI Main Screen..
Urendi_Maleldil

Replies: 21
Views: 35712

PostForum: FrEee   Posted: Thu Jul 17, 2014 3:34 pm   Subject: Having fun with the GUI Main Screen..
The UI is looking really nice! Keep it up
  Topic: Missing Downloads
Urendi_Maleldil

Replies: 8
Views: 56117

PostForum: SEIV AI Modding Discussion   Posted: Wed Jul 16, 2014 6:38 pm   Subject: Missing Downloads
AST 2.1 is actually available right here on SE.net. The description on here says v2.0, but the modinfo.txt file says v 2.1 DE. Not sure what DE means.

http://spaceempires.net/downloads-file-947.htm ...
  Topic: OLD SE4 mods search ???
Urendi_Maleldil

Replies: 3
Views: 9728

PostForum: SEIV Spaceport   Posted: Wed Feb 26, 2014 1:18 pm   Subject: OLD SE4 mods search ???
Just send you a bunch of them. I don't have al the ones you listed unfortunately. Let me know if you find them. I'd love to add them to my collection.
  Topic: Landing troops vs Planetary shields
Urendi_Maleldil

Replies: 12
Views: 14513

PostForum: SEIV Spaceport   Posted: Fri Feb 21, 2014 6:26 pm   Subject: Landing troops vs Planetary shields
The only way to prevent troops from dropping is to destroy or immobilize their transports.
  Topic: Not Automatically Attack an Enemy
Urendi_Maleldil

Replies: 3
Views: 9879

PostForum: SEIV Spaceport   Posted: Mon Dec 30, 2013 11:35 pm   Subject: Not Automatically Attack an Enemy
The only thing you can do is prevent any of your ships from moving into any sectors occupied by your friend, and have your friend do likewise.

Combat only happens when ships enter a sector. If ther ...
  Topic: Old shipsets
Urendi_Maleldil

Replies: 3
Views: 10563

PostForum: SEIV Spaceport   Posted: Tue Dec 24, 2013 5:53 am   Subject: Old shipsets
They do use missiles, but only on some ships. Here's a good resource:

http://shipyards.relicnews.com/taiidan/index.html
http://shipyards.relicnews.com/hw2/index_hiigaran.html

Ship lists with we ...
  Topic: Constructed Planets
Urendi_Maleldil

Replies: 2
Views: 8838

PostForum: SEIV Modding Discussion   Posted: Mon Oct 21, 2013 2:30 pm   Subject: Constructed Planets
Actually, you can create a star stabilizer. There are a couple of mods that have done this.

What you'll need to do is create a new constructed planet, just like a ringworld or sphereworld in the pl ...
  Topic: Lost SE4 shipset
Urendi_Maleldil

Replies: 8
Views: 14091

PostForum: SEIV Modding Discussion   Posted: Thu Sep 12, 2013 3:41 pm   Subject: Lost SE4 shipset
Cool, I don't think I had that one either
  Topic: Neo-Expansion Mod
Urendi_Maleldil

Replies: 3
Views: 12722

PostForum: SEIV Modding Discussion   Posted: Fri Sep 06, 2013 11:37 pm   Subject: Neo-Expansion Mod
Here you go:

http://files.spaceempires.net/user/191/Neo-Expansion_v1.40.zip
  Topic: Neo-Expansion Mod
Urendi_Maleldil

Replies: 3
Views: 12722

PostForum: SEIV Modding Discussion   Posted: Fri Sep 06, 2013 5:19 pm   Subject: Neo-Expansion Mod
I might. I have a large archive of old SE4 mods and race styles. I'll have to check when I get home later.

Is there anything else you're looking for?
  Topic: Can this be done:
Urendi_Maleldil

Replies: 16
Views: 23244

PostForum: SEIV Modding Discussion   Posted: Sat Apr 20, 2013 3:17 pm   Subject: Can this be done:
What ability allows you to do that? Is it possible this could be turned into a modworks file?

The ability to create a planet is the Create Planet Size stellar manipulation ability. The blank astero ...
  Topic: Can this be done:
Urendi_Maleldil

Replies: 16
Views: 23244

PostForum: SEIV Modding Discussion   Posted: Fri Apr 19, 2013 4:14 pm   Subject: Can this be done:
The constructed planet ability is hard coded into the game to correspond to the location of a star, but there is a workaround.

You could create a blank asteroid type to represent a location where y ...
  Topic: AI Trades
Urendi_Maleldil

Replies: 3
Views: 16363

PostForum: SEIV AI Modding Discussion   Posted: Wed Jan 23, 2013 5:09 pm   Subject: AI Trades
Has anyone been able to get the AI to propose trades or offer gifts, instead of just accepting them?
  Topic: Mod Damage Quandry
Urendi_Maleldil

Replies: 5
Views: 17534

PostForum: SEIV Modding Discussion   Posted: Wed Jan 23, 2013 5:16 am   Subject: Mod Damage Quandry
You could give the engines the shield generation ability. That way you can give the explosive weapons the 1/2 damage to shields or 1/4 damage to shields damage type, and they will do less damage if th ...
  Topic: Artwork!
Urendi_Maleldil

Replies: 381
Views: 659606

PostForum: Malfadorian Shipyards   Posted: Fri Jan 18, 2013 4:08 am   Subject: Artwork!
These are awesome! Keep up the good work.
  Topic: Beta 0.61: goodbye drones, hello ammo based missiles
Urendi_Maleldil

Replies: 8
Views: 29867

PostForum: Invasion Mod   Posted: Tue Jan 15, 2013 10:57 pm   Subject: Beta 0.61: goodbye drones, hello ammo based missiles
Hey CW, have you confirmed that drones can perform stellar manipulation?
  Topic: Old Space Empires sites back online!
Urendi_Maleldil

Replies: 3
Views: 16392

PostForum: Spaceport   Posted: Tue Jan 15, 2013 8:54 pm   Subject: Old Space Empires sites back online!
Yeah, that was my old blog. Not really SE related, and it's been gone for some time.
  Topic: Old Space Empires sites back online!
Urendi_Maleldil

Replies: 3
Views: 16392

PostForum: Spaceport   Posted: Mon Jan 14, 2013 11:37 pm   Subject: Old Space Empires sites back online!
While Googling for SE-related stuff, I noticed that some old Angelfire and Tripod sites appear to be working again! Prepare for some SE3 goodness.

The Borfalkian Empire:
http://www.angelfire.com/b ...
  Topic: Random Seeds for map generation?
Urendi_Maleldil

Replies: 8
Views: 19116

PostForum: SEIV Spaceport   Posted: Wed Oct 03, 2012 1:57 pm   Subject: Random Seeds for map generation?
Has anyone dried decompiling the exe to get a look at what's in there?
  Topic: TDM re-modded
Urendi_Maleldil

Replies: 22
Views: 31384

PostForum: SEIV Spaceport   Posted: Wed Aug 08, 2012 5:11 am   Subject: TDM re-modded
You could use drones as missile pods instead, and then have a bunch of different kinds of seekers.
  Topic: TDM re-modded
Urendi_Maleldil

Replies: 22
Views: 31384

PostForum: SEIV Spaceport   Posted: Tue Aug 07, 2012 6:57 pm   Subject: TDM re-modded
Wow, I'm very impressed with the changes. This was definitely a needed update to TDM.

Have you thought about adding some of the updated graphics for some of the races? I know there are new versions ...
  Topic: Orions Arm shipsets, new to the game and wanting assistance
Urendi_Maleldil

Replies: 7
Views: 19859

PostForum: SEIV Spaceport   Posted: Wed Jul 25, 2012 1:14 pm   Subject: Orions Arm shipsets, new to the game and wanting assistance
Those races sound pretty cool. It might even be worth it to throw around some ideas for a full Orion's Arm mod.
  Topic: How do YOU test to see what the AI is doing?
Urendi_Maleldil

Replies: 19
Views: 27731

PostForum: SEIV Modding Discussion   Posted: Wed Jul 25, 2012 3:12 am   Subject: How do YOU test to see what the AI is doing?
Aaand according to this DebugSettings.txt only works in the SE4 beta.exe.

http://forum.shrapnelgames.com/showthread.php?t=6188

If so, it might be as simple as a flag in the executable.
  Topic: How do YOU test to see what the AI is doing?
Urendi_Maleldil

Replies: 19
Views: 27731

PostForum: SEIV Modding Discussion   Posted: Wed Jul 25, 2012 2:58 am   Subject: How do YOU test to see what the AI is doing?
Ahh, here we go. It was added in SEIV v1.61. From SE4's DataFileHistory.txt file:


Version 1.61:
1. Created DebugSettings.txt


I also managed to find a version of SEIV with a MainStrings.txt ...
 
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