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  #1  
Old January 11th, 2001, 12:35 AM

Londo Londo is offline
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Default Re: Darloks 1.30 Posted (finally)

Hey TampaGamer, any plans for other Moo or Moo2 races? I know that two of my personal Favorites were the Mrrshan and the Bulrathi. It would be rally great if we could get more of those old great races created and interact with the SE4 default races and all of the cool mods out there. Imagine the Intelligence wars that could occur between the Darloks and the Romulans for example.

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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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  #2  
Old January 12th, 2001, 02:13 AM
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Default Re: Darloks 1.30 Posted (finally)

Could be, but probably not until another patch is out. As it stands, I want to tweak the Darlok a bit more. In the next week, the Darlok AI files (updated with somet weaking I have done to the ships designs and construction queue) will be combined into Voidhawk's shipset and a special speech file created for them by Nyx.
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Old January 12th, 2001, 02:56 AM

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Default Re: Darloks 1.30 Posted (finally)

Don't know whether it is due to my adjustments (but I guess not) but the emp3000 file had slightly too may points allocated. Furthermore, using the newest (1.31) Version of your race, the darlok sat on their homeworld inactively until I manually had them build a colonizer and colonize another world. From them on, everything went smoothly.

[This message has been edited by jowe01 (edited 11 January 2001).]
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Old January 11th, 2001, 03:45 PM
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Default Re: Darloks 1.30 Posted (finally)

Could you please send me a savegame and let me know what type of game you were playing (i.e. tech level, # planets, type of warp points, etc.). Was there anything in their queue? Thanks.

[This message has been edited by Tampa_Gamer (edited 11 January 2001).]
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Old January 12th, 2001, 11:43 AM

Trachmyr Trachmyr is offline
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Default Re: Darloks 1.30 Posted (finally)

Tampa,

Think I found a typo-error in one of your files... In Darlok_AI_Designcreation.txt you have "Armor spaces per one" for ATTACK SHIPS set to 4200... I think you might of meant 200, as I recall you mentioning that they would use a lot of armor.

P.S. Armor is much more useful and USED by the AI if you reduce it's weight to 5 Tons (and likewise cut damage resistance in half)

I haven't actually tried the mod (yet), but will let you know if I come across anything else...
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Old January 12th, 2001, 01:53 PM

Trachmyr Trachmyr is offline
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Default Re: Darloks 1.30 Posted (finally)

Oh, Tampa I have a question for you:

In one of your earlier mods you added a Denense Bunker... I added something similar (fortifications) that use the "Planet - Change ground strength" or something like that, but it doesn't seem to have any effect on ground combat (atleast in the sim), do you know if your facilities work the way they are suppose to (after updating for 1.19)?

Thanx in advance...
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Old January 13th, 2001, 02:53 AM
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Default Re: Darloks 1.30 Posted (finally)

Trachmyr-

Thanks for the bug! I actually have two games installed in my machine (and one on my wife's as a test machine), but anyway one install is a "pure" install and the other is "mod" install where I have tweaked all the components and game settings. I removed the defense bunkers back in December b/c tests revealed that they were not providing any added defense that I could tell. I did keep the planet shields and boosted their points though. I also boosted the "damage to kill pop" and increased the "troops per pop" to give the planet a fighting chance. On a side note, the next Version of the Darlok will not focus on troops or boarding ships, since neither of these strategy options are being utilized by the hard-coded AI properly. They will be added back if future patches correct/expand the AI strategies file to handle these properly (or I find the time to tweak the default_strategies file to make them work properly without ruining the other races). Sorry for the long post.

[This message has been edited by Tampa_Gamer (edited 12 January 2001).]
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