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  #11  
Old July 26th, 2005, 03:33 AM
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Default Re: Star Control Mod

I loved the fast, agile Pkunk and Spathi. Whittling away for teh win! I could use Spathi for zero-loss Vux farming and amass a fortune if I wanted. Fast ships are also useful against the slow Mycon. If you time your pass just right, you end up behind the Mycon ship just as it fires, causing to hit itself. Never did like the Orz though, couldn't get the hang of rotating the cannon while flying around.

As for the Ilwrath, once I had the whole "enemy is diagonally opposite of you" thing down, killing them became a breeze so long as I could keep out of their range.

My favorite "fun" ship had to be the Thraddash Torch though. >
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  #12  
Old July 26th, 2005, 04:19 AM
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Default Re: Star Control Mod

...So long ago. So much forgotten...

Um, I liked the machine ships that transformed, the saucer ships and the cowards ships.

Running away just fast enough that they don't get farther away or closer and shooting back at them...Sure way to win, against most.
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  #13  
Old July 29th, 2005, 01:01 PM
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Default Re: Star Control Mod

Here's a Tech Area file... did I forget anything important?
I'm intending to have Afterburners provide not only bonus combat movement but also emergency movement for a ship... pretty nifty huh? "Scotty, overload those engines, we really need to go faster!"

edit: oh, BTW, does negative Combat Movement (afterburners ability) work? I'd like to put that on the one big cannon that that one race (Druuge?) gets...
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File Type: txt 370268-TechArea.txt (29.7 KB, 83 views)
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  #14  
Old August 2nd, 2005, 12:46 PM
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Default Re: Star Control Mod

Here's a facility.txt!
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File Type: txt 371131-Facility.txt (27.0 KB, 86 views)
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  #15  
Old August 2nd, 2005, 01:10 PM
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Default Re: Star Control Mod

Quote:
Ed Kolis said:
edit: oh, BTW, does negative Combat Movement (afterburners ability) work? I'd like to put that on the one big cannon that that one race (Druuge?) gets...
Only the best value on the ship gets used. And zero always counts as an option
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  #16  
Old August 2nd, 2005, 11:49 PM
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Default Re: Star Control Mod

Even if the ability isn't explicitly specified as zero? Oh well...
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  #17  
Old August 3rd, 2005, 02:59 PM

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Default Re: Star Control Mod

Besides, the Druuge cannon made them go FASTER..just, ah, backwards.

SE4 can't really model that; negative afterburners would just slow the ship down.
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  #18  
Old August 6th, 2005, 07:28 PM
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Default Re: Star Control Mod

The SC Mod now has a homepage at Ed's Space Empires Starbase!
http://kolis.dyndns.org/ed/se/se4/scmod
Check out the Ilwrath Avenger!
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  #19  
Old August 6th, 2005, 08:12 PM
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Default Re: Star Control Mod

Yeah, pretty good.
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