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-   -   Pirates & Nomads Strat Help (http://forum.shrapnelgames.com/showthread.php?t=10048)

Suicide Junkie August 5th, 2003 07:05 PM

Re: Pirates & Nomads Strat Help
 
TDM AIs don't get so hung up on baseships, and are highly reccommended.

Just be sure to use the AIPatcher on them so they will work with P&N.

Arkcon August 5th, 2003 08:54 PM

Re: Pirates & Nomads Strat Help
 
Quote:

Originally posted by Suicide Junkie:
TDM AIs don't get so hung up on baseships, and are highly reccommended.

Just be sure to use the AIPatcher on them so they will work with P&N.

<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, I will try that next before I start a story.

By the way SJ, I removed the "Is not a pirate=1" line from the battlemoon entry in vehicles.txt, but I didn't see battlemoon in the tech tree for my pirate race. What do I have to do to get a battemoon for the pirates. Please. Pretty please?

[ August 05, 2003, 20:21: Message edited by: Arkcon ]

Suicide Junkie August 5th, 2003 10:41 PM

Re: Pirates & Nomads Strat Help
 
IIRC, battlemoons need max tech in both ship and base construction. It may require some stellar manipulation, too.

[ August 05, 2003, 23:11: Message edited by: Suicide Junkie ]


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