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Re: New SJ mod
Yup, SP, the AI is indeed dead in this one, they will build but some things realy bad, I think I should have just run 2 emps rather than 5, I like to run my own combat, have not figured out how to build good ships for the other http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: New SJ mod
Is this a bug?
The Intel attack Large Ship Bomb report for the recipient and the perpetrator doesn't specify which ship was hit. "A bomb has exploded aboard ship ___ (emphisis on the spaces added) in the K'taktaxka system. We suspect the Test 1 empire of this horrible act. [ June 30, 2004, 04:10: Message edited by: dumbluck ] |
Re: New SJ mod
It could be that the ship is dead, and as such, no longer has a name...
The large bombs are quite powerful, and unless its a big ship with plenty of armor, its going to die... Thats why the project is so expensive and thus vulnerable to counter intel. [ June 30, 2004, 03:33: Message edited by: Suicide Junkie ] |
Re: New SJ mod
SJ, in trying to run the combat sim, I get errors and lock ups, mainly something with se4 exe then and out of range error.
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Re: New SJ mod
Don't quote me on this but i think thats because you don't have the correct pictures. Does SJ Mod need the Imagemod combat pack and if it does do you have it installed?
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Re: New SJ mod
Almost certainly the combat pack, yeah.
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Re: New SJ mod
Quote:
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Re: New SJ mod
I seem to recall having read that SJ mod makes Counter Intelligence an offensive project disturbing enemy Intelligence projects. Am I confusing mods or is my memory truly faulty?
Edit: A quick glance at the Intelligence Projects file shows that they indeed use the Intel - Delete Project ability. [ July 04, 2004, 18:47: Message edited by: Alneyan ] |
Re: New SJ mod
Hmmmm...Image mod combat pac....nope I do not have that one http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: New SJ mod
Hmmm. not on the Image mod site will keep looking http://forum.shrapnelgames.com/images/icons/icon9.gif
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