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December 6th, 2004, 12:06 AM
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Corporal
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Join Date: Oct 2002
Location: Canton, MI USA
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Re: Rise of the Remorhaz Society
Love it, I made that blunder once against my brother, but lived...
PS be carefull, soon they will learn, or maybe not
Any way good story.
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December 6th, 2004, 01:17 AM
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Captain
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Join Date: Jun 2002
Location: Texas, yall
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Re: Rise of the Remorhaz Society
Quote:
The FryeR K said:
Love it, I made that blunder once against my brother, but lived...
PS be carefull, soon they will learn, or maybe not
Any way good story.
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Glad to hear that you made it out! And I know the Ukra-Tal will be back...they always return. I have no idea how many ships they have, but if Remorhaz doesn't go on the offensive soon, the stalemate will Last FOREVER.
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December 6th, 2004, 07:33 PM
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Sergeant
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Location: Silicon Valley
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Re: Rise of the Remorhaz Society
Quote:
PS be carefull, soon they will learn, or maybe not
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I seem to recall reading recently (FAQ? Forum?) that the AI-controlled empires do not deal effectively with mines. That implies that the enemy will NOT learn. Can anyone confirm?
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December 7th, 2004, 03:49 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Rise of the Remorhaz Society
They will send some sweepers, but odds are that it won't be too well organized.
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December 7th, 2004, 11:40 AM
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Captain
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Location: Texas, yall
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Re: Rise of the Remorhaz Society
In this game (TDM mod), the Ukra-Tal rely heavily on the Gjovik class cruiser. Each of these cruisers has one minesweeper component. When they attacked Highrock, they were able to sweep 17 mines before the rest of their fleet died a horrible death.
Is there a good mod that:
1. Makes fighters viable for the entire game
2. Makes mines less of a wonder weapon
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December 7th, 2004, 01:07 PM
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Sergeant
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Join Date: Apr 2004
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Re: Rise of the Remorhaz Society
Quote:
sachmo said:
Is there a good mod that:
1. Makes fighters viable for the entire game
2. Makes mines less of a wonder weapon
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Just saw this and wondered...
1 Would making mine sweepers more powerful (like each level sweeps 10 mines) suffiencently decrease the mines
2 Would reducing the damage mines do to ships
3 Making mines say destoy engines but only very lightly damaging ships
Or some combination of the above be sufcient?
I have started playing around with modding the game (thanks to the most excellent guide) and just wondered.... Not even sure all that can be done but would think so based on what I have read.
Rasorow
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December 7th, 2004, 01:31 PM
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Shrapnel Fanatic
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Re: Rise of the Remorhaz Society
There are certainly lots that do at least one of those, and both are covered by various mods.
#1) There are plenty of ways to do this one:
GritEcon makes fighters the item of choice for defending against missiles.
They also provide some anti-ship capability with no supply drain on the host ship. (Where most ship weapons drain supply quite fast)
#2)
GritEcon makes mines weak, and forces a thinner deployment, but removes sweepers.
They are less of a wall to break down, and more of an area-effect delay tactic.
(Building a wall involves pumping out a screen full of satellites (mini-bases, which need to be repaired) instead  )
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December 7th, 2004, 01:40 PM
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Captain
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Join Date: Jun 2002
Location: Texas, yall
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Re: Rise of the Remorhaz Society
Thanks, SJ!
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December 7th, 2004, 01:52 PM
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Shrapnel Fanatic
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Location: USA
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Re: Rise of the Remorhaz Society
I tried to make a mod where fighters would be valuable throught the game, but I have never finished it.
The best way is to make the PDC target everything its suppose to except fighters. For fighters have a second weapon with only a 15% bonus to accuracy.
All other weapons should then be set so they cannot target fighters.
Add new weapons like heat seeking fighter missiles and such. I did this with the mod I was working on.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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