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February 22nd, 2003, 07:18 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
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February 22nd, 2003, 07:26 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
I do agree that non-combatant ships should have a large negative combat modifier, but I just don't think the lifesupport should make any difference in combat ability (until its destroyed, at least)
Does the civilian grade lifesupport system fail to pump stimulant drugs into the air when the ship goes to battlestations or something? 
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February 22nd, 2003, 07:32 PM
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Re: AI CAMPAIGN ; Released
Regarding description and other text spelling, grammar even content and possible lack there of has to be looked at still.
My first goal was get the package to work, test it as extensive as possible and then release it� To correct all the text needed prior to releasing this first Version would of required another month of testing to check for any inadvertent collateral data change.
I must say the Last few weeks, I have had a strong desire to release it even with the Tactical Fighter Mod still in beta.
[ February 22, 2003, 17:32: Message edited by: JLS ]
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February 22nd, 2003, 07:37 PM
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Re: AI CAMPAIGN ; Released
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February 22nd, 2003, 07:43 PM
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Re: AI CAMPAIGN ; Released
So, do you want spelling/content/etc reports made anyways, or should they be ignored to keep this thread shorter?
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important.
In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
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February 22nd, 2003, 07:48 PM
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Suicide Junkie:
So, do you want spelling/content/etc reports made anyways, or should they be ignored to keep this thread shorter?
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important.
In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
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No, no Keep them coming Please... I was just explaining why did not get the text done sooner.
Truly I want the help and the advise.
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February 22nd, 2003, 07:55 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Suicide Junkie:
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important. In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
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Your right! opps, I�m on it, consider it done!
[ February 23, 2003, 17:45: Message edited by: JLS ]
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