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July 8th, 2006, 03:28 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Rise of the Remorhaz Society
[b]AWSOME[b] Simply [b]AWSOME[b]
Thank you very much for posting an new chapter.
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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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July 10th, 2006, 03:01 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
Well, I'm thinking about starting a new story. This one is just too long for anyone to go back and start from the beginning, and it wasn't that good to start with, so look for a new story soon!
The new story will be loosely based on the Carrier Battles mod...if I can ever figure out how it work.
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July 10th, 2006, 07:49 PM
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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
Well, you could always turn the complete AI on, fast forward through the first 50 turns, then watch it play another 50-100 turns, and see if any interesting stories pop out at you.
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July 10th, 2006, 09:32 PM
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Captain
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Re: Rise of the Remorhaz Society
I actually already have a framework in mind...I just need to get a game going to see how things fall out. It looks like so much fun!
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July 10th, 2006, 09:40 PM
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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
Oh, it is
Particularily when you pull off a pincer attack against an attempted ambush with way more ships than you have (300 vs 400). Resulting in the annihilation of half the enemy navy, two legendary fleets, and a score of Elite ships at the cost of only a third of your navy being put out of commission for repairs.
Ah, when strategy, tactics, ship design, and the unique ships of whimsy come together, it is beautiful.
Everybody thinks Plasma Cannon Battleships are a the ravings of a madman with far too many radioactives in storage. But boy, did they every clean up in that battle (click me)
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July 10th, 2006, 10:56 PM
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Captain
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Re: Rise of the Remorhaz Society
Awesome! Well, the story will be based around the main theme of the mod, but I'll see how PCBs fit in as well. It all depends on which characters are more fun.
I hate to leave Remorhaz behind, but...it's so huge now.
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July 11th, 2006, 12:06 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
Heh. I'm kinda curious as to what you would describe as the main theme of the mod.
The name itself is a legacy thing from back when me and geo were talking about making a modern naval type system.
If you try to go 100% carriers, you'll probably lose. I suggest 20% each to carriers, missile support, point defense, close assault and long range assault. With the missile, and assault ships subdivided into anti-ship and anti-fighter classes.
In CB3, I'm only managing about 4% carriers, but they are larger in the old version, so it is not as bad as it sounds.
PS:
A finalized version of CBv1.6 is posted.
http://www.shrapnelcommunity.com/thr...?Number=433765
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July 11th, 2006, 11:32 AM
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Captain
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Re: Rise of the Remorhaz Society
Is 1.6 ready for single player?
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July 11th, 2006, 01:17 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Rise of the Remorhaz Society
Yes. Version 1.6 of CBmod has a strong AI.
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December 31st, 2006, 01:25 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Rise of the Remorhaz Society
Man I really do miss reading this story. You shoud do one more chapter to wrap it up. You know finish it off with the romulans blowing up their star or something.
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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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