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June 28th, 2004, 05:46 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: New SJ mod
Yeah, I still need to grid tech the weapons, but that will just allow improvements to cost/power/etc rather than major differences.
Missile weapons level 2 gives you the ability to shoot down missiles with your fighters, so I made that available.
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I'll be done university in August, and then I'll have plenty of time to finish all these things up.
For now just tweaks and bugfixes.
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June 28th, 2004, 11:29 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: New SJ mod
OK, I've been playing it and could not get above Lvl 1, so far I have yet to run into another race to see how combat is I will let you know 
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June 28th, 2004, 11:52 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Oh, if you're playing SP, you should know that if you run it as tactical combat, you won't be able to shoot down the missiles with your fighters.
You need to play either strategic or AUTO tactical.
PS:
I have been told that PBW now has the June 6th Version installed and playable.
Be sure to select ALPU, as the AIs are almost certain to cause havok.
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June 29th, 2004, 04:51 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: New SJ mod
Yup, SP, the AI is indeed dead in this one, they will build but some things realy bad, I think I should have just run 2 emps rather than 5, I like to run my own combat, have not figured out how to build good ships for the other 
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June 30th, 2004, 01:10 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New SJ mod
Is this a bug?
The Intel attack Large Ship Bomb report for the recipient and the perpetrator doesn't specify which ship was hit.
"A bomb has exploded aboard ship ___ (emphisis on the spaces added) in the K'taktaxka system. We suspect the Test 1 empire of this horrible act.
[ June 30, 2004, 04:10: Message edited by: dumbluck ]
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June 30th, 2004, 04:30 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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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July 4th, 2004, 04:31 PM
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Colonel
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Join Date: Feb 2001
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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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