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February 16th, 2005, 03:31 AM
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Major General
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Re: Capship Mod
Look back a couple pages... latest edition is 0.80 tho, 0.81 (in the works) will be different.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 16th, 2005, 07:54 AM
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Major General
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Re: Capship Mod
Eventually, if what I'm planning now can be implemented, the entire game play will be different, and almost nothing will be the same.
Leaky armor, armor tech trees, light weapons for anti-fighter/small ship fire-support and large, heavy weaponry for anti-capship support, modified Boarding combat components, etc.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 16th, 2005, 01:06 PM
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Corporal
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Re: Capship Mod
ai?
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February 16th, 2005, 03:04 PM
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First Lieutenant
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Location: North Carolina
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Re: Capship Mod
He really can't do an AI until he gets the components and such finalized.
Actually that's not entirerly true, if he wants to keep his sanity he'll not try to do an AI until he get the other stuff done. Having to constantly redo an AI sucks.
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This is the 21st century, right? Then where the hell is my flying car?
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February 16th, 2005, 03:41 PM
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Re: Capship Mod
And I don't think I'll be able to do it. I've looked at AI files sometimes, but i couldn't make heads or tails out of it (at least the Research file, Speech is easier than enything and Construction is also comprehensible... somewhat. But Research will require the most major tweaks. I'll probably let someone else handle that... any volunteers? it's gonna be a tough job, though.)
Btw, happy birthday, Nodachi.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 16th, 2005, 03:49 PM
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First Lieutenant
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Re: Capship Mod
Thank you, StrategiaInUltima.
My advice is to concentrate on getting everything working the way you want and then worry about the AI. I'm not an expert but I know my way around the files well enough to give you a hand with the AI.
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This is the 21st century, right? Then where the hell is my flying car?
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February 16th, 2005, 03:56 PM
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Major General
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Re: Capship Mod
I know, and I think that about half of the AI files shouldn't pose that much of a problem... I mean, the Design Creation works approximately the same as the Quadrant Types and Happiness (in my eyes). It's just that Research will be a pain in the frickin butt to mod...
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 16th, 2005, 04:03 PM
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First Lieutenant
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Re: Capship Mod
About the best way to do the research files for a mod is to play as the race you're working on a few times keeping track of what you research and go with whatever way works out the best. It's a PIA but it's about the only way to go.
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This is the 21st century, right? Then where the hell is my flying car?
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February 16th, 2005, 05:03 PM
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Major General
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Re: Capship Mod
Problem is... I'm not that patient to go sit 'round a singleplayer game checking minor AI tweaks if the entire AI eventually needs to be completely torn asunder and reconstituted... the research file at least.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 16th, 2005, 06:24 PM
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Second Lieutenant
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Re: Capship Mod
I think I'll wait until teh finalized (or nearlly so) version is out. I do sympathize with you over the AI file writting though...
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