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  #11  
Old February 25th, 2006, 12:35 AM

MajorDiarr MajorDiarr is offline
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Default Re: WW: CVN-65 U.S.S. Enterprise Mod

Thanks, I think it's crashing is fixed. I'll go through my other mod and see if I have any point defense missiles. I'll try simplifying the targeting commands too.
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File Type: zip 408286-CVN-65.zip (200.0 KB, 255 views)
  #12  
Old February 25th, 2006, 03:26 PM

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Default Re: WW: CVN-65 U.S.S. Enterprise Mod

Another update.

v0.4
- New Weapon, wp_Phalanx.ini. It fires 1,550 rounds, one shot every hundreth second, and has a ten second reload.
- All carrier weapons now target capital ships as well as fighters.
- Carrier is back in the intro screen and it absolutely dominates it.
- Fighters carry fighter missiles, again.
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File Type: zip 408381-CVN-65.zip (200.9 KB, 1259 views)
  #13  
Old February 25th, 2006, 05:31 PM
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Default Re: WW: CVN-65 U.S.S. Enterprise Mod

Hehe, don't you think 80 fighters is a bit much?
  #14  
Old February 25th, 2006, 07:27 PM

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Default Re: WW: CVN-65 U.S.S. Enterprise Mod

Not really, you would have to be in a pretty long battle to actualy get to that number. Besides, it's the actual capacity of the ship, although, not all of those would actualy be fighters. I think only 24 would be F-14s. Maybe I'll change that.
  #15  
Old February 26th, 2006, 08:00 PM
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Default Re: WW: CVN-65 U.S.S. Enterprise Mod

Nice mod. For the sake of completeness and naval correctness, you may want to retitle the mod in the ini file as CVN-65 vice CNV-65.
  #16  
Old February 28th, 2006, 09:29 PM

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Default Re: WW: CVN-65 U.S.S. Enterprise Mod

I see, in the Game.ini. Thanks, it's fixed now.
 

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