|
|
|
 |
|

June 29th, 2004, 04:51 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 
__________________
Kill em all let God sort em out
|

June 30th, 2004, 01:10 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
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 ]
|

June 30th, 2004, 04:30 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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 ]
__________________
Things you want:
|

July 4th, 2004, 04:31 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
Kill em all let God sort em out
|

July 4th, 2004, 04:50 PM
|
Brigadier General
|
|
Join Date: Aug 2002
Location: Carlisle, UK
Posts: 1,826
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New SJ mod
Don't quote me on this but i think thats because you don't have the correct pictures. Does SJ Mod need the Imagemod combat pack and if it does do you have it installed?
|

July 4th, 2004, 06:07 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: New SJ mod
Almost certainly the combat pack, yeah.
__________________
Things you want:
|

July 4th, 2004, 07:26 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: New SJ mod
Quote:
Thats why the project is so expensive and thus vulnerable to counter intel.
|
Actually that makes it less vulnerable to counter intel...
|

July 4th, 2004, 07:40 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: New SJ mod
I seem to recall having read that SJ mod makes Counter Intelligence an offensive project disturbing enemy Intelligence projects. Am I confusing mods or is my memory truly faulty?
Edit: A quick glance at the Intelligence Projects file shows that they indeed use the Intel - Delete Project ability.
[ July 04, 2004, 18:47: Message edited by: Alneyan ]
|

July 4th, 2004, 08:16 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New SJ mod
Hmmmm...Image mod combat pac....nope I do not have that one 
__________________
Kill em all let God sort em out
|

July 4th, 2004, 08:20 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New SJ mod
Hmmm. not on the Image mod site will keep looking 
__________________
Kill em all let God sort em out
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|