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  #1  
Old February 10th, 2005, 04:04 PM
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Default Re: Capship Mod

Also added racial crossover tech facilities, anti-capship weaponry, planetary batteries (small WPs made specifically for certain types of comps), planetary storage units (WPs fully filled with a large cargo storage warehouse. It's very expensive, and the thing itself is also big. It's mainly intended for use on large/huge worlds to increase cargo storage for, say, WPs, mines or fighters if it's a border colony, troops/drones/sats for storage compounds, etc.), advanced stellar manipulation, "semi-dead-end tech areas" (expensive little buggers that take looong to complete but provide you with interesting new tech), specialized Ship Sizes (a second line of Destroyers has built-in scanners, a second line of Frigates are fast strike craft, the Hunter Assault Craft is a small very fast strike ship, etc. I'm planning to add more.), and more I can't really think of anymore right now.
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Old February 12th, 2005, 01:31 PM
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Default Re: Capship Mod

[approx. diameter of eyes: 10 cm, approx. diameter of pupils: 20 angstrom] EEP..... the engines! The engines! [faints]
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Old February 12th, 2005, 01:34 PM
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Default Re: Capship Mod

Are you referring to my mod? If so, the engines and control components use scale mounts.
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Old February 12th, 2005, 08:04 PM

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Default Re: Capship Mod

You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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Old February 12th, 2005, 10:30 PM
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Default Re: Capship Mod

I like the idea of facilities generating shield points, I think I will add that to my mod.
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Old February 16th, 2005, 07:54 AM
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Default 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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Old February 16th, 2005, 01:06 PM
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Default Re: Capship Mod

ai?
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Old February 20th, 2005, 06:56 PM
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Default Re: Capship Mod

Am also planning to redo fighter combat as well.

Gee. I'm planning to edit just about everything except the source code, it seems.
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Old February 13th, 2005, 12:26 AM

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Default Re: Capship Mod

Quote:
Renegade 13 said:
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
Sorry, I worked on getting an AI to work for about the past 3 hours, and nothing. I hope someone else can get one working.
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Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.

Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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