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August 5th, 2003, 07:05 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Thanked 4 Times in 4 Posts
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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.
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August 5th, 2003, 08:54 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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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.
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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 ]
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August 5th, 2003, 10:41 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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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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