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  #1  
Old December 26th, 2004, 07:54 PM
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Default Re: Pointer Mod

I've reduced the size and power of the MAC gun. I's more useable now. I've also made the zero gravity penalty on ship designs dependant on hull size. That will give players easier maintenance on smaller ships, and they'll be able to expand faster in the early game.
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Old December 26th, 2004, 07:58 PM
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Default Re: Pointer Mod

Quote:
Urendi Maleldil said:
Here's the next Version of the Pointer Mod.
Where? I saw no attachment to your post.
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Old December 27th, 2004, 03:43 AM
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Default Re: Pointer Mod

Oops. I thought I put it in there.

Here it is.
Attached Files
File Type: zip 320185-Pointer Mod.zip (633.0 KB, 97 views)
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  #4  
Old December 30th, 2004, 07:06 PM
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Default Re: Pointer Mod

Okaaay. The AI is designing some sweet ships now, using all the techs they're researching, but for some reason they refuse to explore. I had a single entry for "Attack Ship" in the AI_DesignCreation.txt file and they worked fine, but when I added multiple entries for "Attack Ship" for different sizes they just lost all their will to "boldly go where no AI has gone before". I even tried using different names for the ship entries like the TDM AIs.

On another note, they colonize great. Colony ships are zipping every which way as we speak. And the AI is designing and building ships just fine, but it really would be great to see those nuclear missile dreadnoughts actually go out and "destroy strange new worlds and new civilizations".
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Old December 30th, 2004, 07:19 PM
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Default Re: Pointer Mod

Do you have the larger Versions of "Attack Ship" before or after the smaller Versions?

One method that seems to work well for me is to use the "Attack Base" design type for scout ships. These ships have minimal weapons and lots of supply, for long range. Have the AI build a few of them, and it will use them as scouts.
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