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Old November 26th, 2003, 07:59 PM
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Alneyan Alneyan is offline
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Default Re: How soon to post a new mod

Building ten colony ships in the ten first turns is usually more than a strategy, it is mandatory as well. (When you play with other players that is, where the competition for land is significant) Having three or four systems can be quite a problem when your neighbours are ruling over twice or thrice this number, leaving you dependant on these.

11 ships after 14 years in the game seems really few indeed, at least compared to the vanilla game. (I read that, in a one-to-one game, a single player (Phoenix D) had lost more than 200 ships a bit after turn 100, so there is quite a difference) I will give it a try once it is released to see how different it plays with such tweaks.

Good luck with the AI! I am not sure about what you can do and cannot do with the AIs files though, as I haven't delved into these either.
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Old November 27th, 2003, 04:56 PM
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The FryeR K The FryeR K is offline
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Default Re: How soon to post a new mod

I'm currently working on a new mod, my Last one died with Blackout 2003
My current one i began with a combination of TDM and the Ultimate Stratigy Mod, and have created a new system movement /combat movement system.
As well as increased sizes of the first few ships ie Es1 Es2 Es3... To keep smaller ships in play. I've given the smaller ship sizes a combat movement bonus: ES+3 FG+2 DD+2 CL+1 Smallftr+2 Medftr+2 HvyFtr+1...
So smaller ship are faster in combat but the same speed on the map (so the chug along with the fleet but got to full steam on the attack.) However, there is still alot of work to do, as im also adding weapons and components as well as revamping Sensor and Cloaks. Now only the hardest to get sensor detect all cloaks, all others are sensor specific. Passive sensors see passive cloak etc.
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