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Old March 29th, 2005, 04:38 PM
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El_Phil El_Phil is offline
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Default Re: Ocelots Rampant (Game Story)

Quote:
Strategia_In_Ultima said:
Which mod are you using? I mean, you MUST be using a mod, if you say they removed a Hellstorm missile (thought that was Capital Ship Missile at first) and replace it with one point defence cannon, so you'd replace a 50kT missile with a 20kT PDC. Also, you state the Jraenar missiles are slower and shorter ranged, which doesn't fit with stock CSMs.
Uhhh my own mod of great mystery. Essentially any idea I saw from other mods (ultimate ship size, the repairing crew quarters from ST 1.75 and loads of others), a selection of my own ideas (mounted rail guns, chain guns and fleet tankers) and the guts of the TDM AI tweaked to use the new weapons I chucked in. It all seems to work in the test games as the AI was designing and building all the ships, but how it actually works, well fingers crossed.

Anyway CSMs were kept the same but I added a seperate missile family, 30kT launcher, faster but less damage resistance and does less damage. So a 20kT PDC and a 10kT supply pod take the place of a 30kT launcher.
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Old March 29th, 2005, 05:46 PM
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Default Re: Ocelots Rampant (Game Story)

HA, I thought you we're ussing Devnull.......
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