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  #21  
Old March 30th, 2006, 08:36 AM

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Default Re: Star Wars Imperial Ship Set Updated

the rebellions mod on spaceempires.net? It is seriously deprecated it seems? I tried it some days ago, the map crash, the components weight (life support etc.) at least 200 kt whereas you start with a 80 kt escort as the rebels, etc.
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  #22  
Old March 30th, 2006, 11:29 AM
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Default Re: Star Wars Imperial Ship Set Updated

You could always use this shipset in Carrier Battles mod

BTW, if the components seem huge, you almost certainly need to use MOUNTS
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  #23  
Old March 30th, 2006, 11:31 AM

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Default Re: Star Wars Imperial Ship Set Updated

Anyone know why when I add Atrocities Imperial Shipset to the Devnull 1.71 devnull mod I get a windows load error window for 'Imperial 2k.emp'.

I added the 2k, 3k and 5k .emp Imperial files to the Devnull Empire folder as asked of me by the readme and I dropped the imperial.txt into the Devnull Dsgnname folder. The imperials load on the standard game, but not with Devnull 1.71 mod.

What do I need to do to get them to work?
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  #24  
Old March 30th, 2006, 12:40 PM
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Default Re: Star Wars Imperial Ship Set Updated

Simple. Don't use EMPs.

Just let the game generate AIs randomly, and create your own empire yourself.
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  #25  
Old March 30th, 2006, 01:20 PM

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Default Re: Star Wars Imperial Ship Set Updated

wait... when the AI generate an empire, it doesnt seek first if an emp file of the corresponding budget is here?
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  #26  
Old March 30th, 2006, 01:33 PM
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Default Re: Star Wars Imperial Ship Set Updated

Well, yes, but EMP files are usually geared towards either stock or another mod. That means that some (or all) racial traits might not be included in the mod you're using. The game doesn't like that.
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  #27  
Old March 30th, 2006, 01:41 PM
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Default Re: Star Wars Imperial Ship Set Updated

EMP files are only used when you add the empire manually. Random generation uses the AI_General.txt file, which very likely is just as incompatible with Devnull as the EMP files are. If you want an AI player to use that shipset in a Devnull game, you should copy the AI files from some other race that was designed specifically for that mod.
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  #28  
Old March 30th, 2006, 03:31 PM

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Default Re: Star Wars Imperial Ship Set Updated

while we are talking of shipsets, will SE 5 features sublist names for various ships classes? I mean having a scout named " Juggernaut of Oblivion" and a DN named "Black Sparrow" can be funny, but well... I would prefer to have a more coherent auto-naming procedure.
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  #29  
Old March 30th, 2006, 07:51 PM
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Default Re: Star Wars Imperial Ship Set Updated

Nice new ships, AT.
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  #30  
Old March 30th, 2006, 07:55 PM
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Default Re: Star Wars Imperial Ship Set Updated

Ya, I just have to find the time to add them to the set now. I think I will replace one of the exsiting ships with the Victory since it is pretty much a SW cannon ship.
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