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  #1  
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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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 16th, 2005, 03:04 PM
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Default Re: Capship Mod

He really can't do an AI until he gets the components and such finalized.

Actually that's not entirerly true, if he wants to keep his sanity he'll not try to do an AI until he get the other stuff done. Having to constantly redo an AI sucks.
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Old March 2nd, 2005, 02:40 PM
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Default Re: Capship Mod

And don't expect any AI for Realism - at least, not anytime soon. Not before artificially intelligent PC's can team up and do the work for me.

The reason for my using a new post here is that I'm trying to get Ed's code post down to the second page so that the screen appears normal again.

No offence, Ed.

(Second page? Yes, I've got the settings set up for showing 25 posts per page, in descending order, newest post first - so that the SEV Wishlist would immediately open on the newest suggestions immediately, to avoid having to select "..." all the time until I reached the last page, or pressing Show all.)
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Old March 2nd, 2005, 02:24 PM
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Default Re: Capship Mod

Forgot about redoing fighter combat, I remember now that I have checked this thread again and I remember what I wanted to do, but it's low on my priorities list.

However, I am working on a mod called the "Realism Mod" in which you start off with SLVs and RLVs that aren't warp-capable and cannot move beyond orbit, but later you get solar sail ships, generation ships, sleeper ships and such. I am trying to make it as realistic as possible.

This means that Capship will be delayed. Just so that you know. I'll probably get a renewed bout of Capship enthusiasm in a week or two, after which I hope to have 0.81 ready, perhaps even 0.90. I think that 1.00 will be some time away, and I think that some of the changes I have in mind (the reworked fighters, for instance) will only appear in post-1.00 versions.

(And btw, the idea for the revamped fighters I got from reading the "Carrier Battles Mod" thread - thank you SJ for inspiring me. I won't copycat you, I will still design my own comps, but you gave me the inspiration. Also thanks to the person responsible for the "Ground Combat Mod", that's where I got the idea for the revamped GC in Capship.)

(Just so you know, I didn't do exactly the same as the GC Mod, I had only read the post and got the idea from that. I only looked into the actual mod itself later.)

(Wheehee! 951 thread views!)
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Old March 14th, 2005, 11:50 AM
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Default Re: Capship Mod

Index out of WHAT?!?!? If you mean the message with all the tech level names when you start up it's OK, that's just the AI playing up.....

OOH I know..... you're not using the Imagemod, are you? You need Component pack with my pics and Facility pack.

One thing about the comps tho..... I couldn't include Comps.bmp, so you'll have to scale down the imgs yourself unfortunately..... But the two sniper rifles don't look good when I scaled the down, so I've included the touched-up scaled-down versions of them IIRC.
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Old March 14th, 2005, 11:53 AM
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Default Re: Capship Mod

When I try to create my empire, I get a List index out of bounds (-1) error. I have the image mod...
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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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