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June 18th, 2006, 03:33 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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New Races For Use With CBmod
I took five ship sets and made AI for them that will work with Carrier Battles Mod 1.5 by Suicide Junkie.
The AI is simply the same as current races of that mod with some minor changes to the AI_General file. (AI by Rollo and SJ)
The Ship sets are:
1. Aikenian
2. Battlestar Galatica (BSG)
3. Caspian
4. Imperials
5. Rebellion
(These sets are all neo-standard)
Now I have not tested them so if you find any problems, please let me know.
Enjoy.
5.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 18th, 2006, 05:28 PM
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Shrapnel Fanatic
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Re: New Races For Use With CBmod
Any comments?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 18th, 2006, 05:52 PM
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Lieutenant Colonel
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Re: New Races For Use With CBmod
Well, I haven't been playing much lately outside my PBW games, but I will definitely try them out for my next solo CB game. I already know Rollo's AI is pretty good, and we all know you make excellent shipsets, so it will be a very good combo
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June 18th, 2006, 06:20 PM
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National Security Advisor
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Re: New Races For Use With CBmod
Very nice! Tempts me to start a new game (except I have so many going already). I think my favorite of this set is the Rebellion set. My only quibble would be the re-use of the portraits as the population icons, particularly for the ones with distinct human characters like Grand Moff Tarkin or Adama with glasses on, since it implies to me that my population consists of millions of clones of that character.
PvK
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June 18th, 2006, 06:39 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: New Races For Use With CBmod
Ya, I tend to agree PvK, but what can one do, there are only so many portraits one can use for a set.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 18th, 2006, 06:47 PM
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National Security Advisor
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Re: New Races For Use With CBmod
You could always use a generic portrait for the population icons.
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June 18th, 2006, 10:51 PM
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Shrapnel Fanatic
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Re: New Races For Use With CBmod
Carrier Free Battles #2 is open to join, as is Lord of the Rings.
I'll be trying out these guys as soon as I get some free time tomorrow night.
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June 19th, 2006, 02:13 AM
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Sergeant
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Re: New Races For Use With CBmod
I just downloaded the shipsets and started my first CB-Mod game. The shipsets are excellent. If you're going to have a large carrier battle, you have to have a starwars shipset .
A small remark: on startup the galactic empire shipset returns an error, something about missing the "warriors" trait. I did not use the emp files, the empires were randomly added, the game works fine after this.
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June 21st, 2006, 07:22 PM
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National Security Advisor
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Re: New Races For Use With CBmod
Like Kwok suggested, one could use a different, more generic or anonymous (a civilian joe or even dick & jane since each pop unit is a million folks), image for the population icon, leaving the portrait (which is only used for diplomacy with the empire's leader) as the distinct character.
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June 22nd, 2006, 09:18 PM
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Shrapnel Fanatic
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Re: New Races For Use With CBmod
Whew! I finally mananged to start a game.
The Empire met the Colonials early, and the Colonials are blockading most of my northern worlds.
In the south, I've pushed into the rebels, but they've pushed back with blockades and have even glassed one of my bigger colonies.
Things do not look good;
I'm building bombers on the blockaded worlds, and they slowly whittle down the enemy... but I'm losing far more build time than they are.
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