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  #1  
Old June 30th, 2004, 04:30 AM
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Default Re: New SJ mod

It could be that the ship is dead, and as such, no longer has a name...

The large bombs are quite powerful, and unless its a big ship with plenty of armor, its going to die...

Thats why the project is so expensive and thus vulnerable to counter intel.

[ June 30, 2004, 03:33: Message edited by: Suicide Junkie ]
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Old July 4th, 2004, 04:31 PM
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Default Re: New SJ mod

SJ, in trying to run the combat sim, I get errors and lock ups, mainly something with se4 exe then and out of range error.
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Old July 4th, 2004, 04:50 PM

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Default Re: New SJ mod

Don't quote me on this but i think thats because you don't have the correct pictures. Does SJ Mod need the Imagemod combat pack and if it does do you have it installed?
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Old July 4th, 2004, 06:07 PM
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Default Re: New SJ mod

Almost certainly the combat pack, yeah.
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Old July 4th, 2004, 07:26 PM
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Default Re: New SJ mod

Quote:
Thats why the project is so expensive and thus vulnerable to counter intel.
Actually that makes it less vulnerable to counter intel...
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Old July 4th, 2004, 07:40 PM
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Default Re: New SJ mod

I seem to recall having read that SJ mod makes Counter Intelligence an offensive project disturbing enemy Intelligence projects. Am I confusing mods or is my memory truly faulty?

Edit: A quick glance at the Intelligence Projects file shows that they indeed use the Intel - Delete Project ability.

[ July 04, 2004, 18:47: Message edited by: Alneyan ]
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Old July 4th, 2004, 08:16 PM
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Default Re: New SJ mod

Hmmmm...Image mod combat pac....nope I do not have that one
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