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View Full Version : To Tampa Gamer (Colonials)


jim
March 11th, 2002, 01:52 AM
Thank you!

I want to relate a quick, er, "close encounter" I just had with your Colonials. High Diff, Low Bonus, non-Gold TDM.

They started in an adjacent system, and soon declared war on me. I saw a fleet coming at me, and went to meet it. It was still fairly early, about Turn 30 - 35.

My fleet was a mix of Frigates and Destroyers. No shields, but PDIII and PDIV. My ships were all mixes of CSMs + PDs, in various combos. A ruin had yielded CSM III, so I thought I'd get an easy win. I had a slight #s advantage, but I saw that the Colonial fleet included one or two light carriers.

Stunned by the result, I went to replay the battle.

The CV had launched fighters in Groups of 15 and also a couple CSM Is. The other ships launched CSM Is and closed with DUCs.

They all had the same time on target!

My guys toasted a bunch of fighters, killed a couple ships, and damaged a couple more, but got slaughtered to the Last ship!

I must have watched that replay - in awe and disbelief - at least 5 times!

Well done! And thanx for the experience!

Egregius
March 11th, 2002, 02:05 AM
When I battled them I had to use several waves of ships to fight them and PDC-only ships, as theyhad about 40 sattelites around several planets.

Skulky
March 11th, 2002, 02:55 AM
I am just slightly confused about the TDM mod-pack, what does it do exactly, i can't figure out what it does? Is it an AI only mod?

Tampa_Gamer
March 11th, 2002, 03:16 PM
Thanks Jim - Skulky, yes. The TDM-ModPack is a consortium of over 14 different modders and includes 13 totally revised default races (i.e. all 12 AI .txt files revised for each race) and 5
new and unique races/shipsets. This Modpack DOES NOT AND WILL NOT contain any modified tech trees, new components or facilities, just a major re-write of most of the AI files to get the most of the current Version of SE4.

-TG