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  #1  
Old February 12th, 2005, 08:04 PM

Renegade 13 Renegade 13 is offline
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Default Re: Capship Mod

You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
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Old February 12th, 2005, 10:30 PM
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Default Re: Capship Mod

I like the idea of facilities generating shield points, I think I will add that to my mod.
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Old February 13th, 2005, 12:26 AM

Renegade 13 Renegade 13 is offline
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Default Re: Capship Mod

Quote:
Renegade 13 said:
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.
Sorry, I worked on getting an AI to work for about the past 3 hours, and nothing. I hope someone else can get one working.
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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Old February 10th, 2005, 04:05 PM
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Default Re: Capship Mod

Oh, and Capship is always equipped with the latest version of the "Cultures and Demeanors" add-on mod.
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Old February 10th, 2005, 04:21 PM
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Default Re: Capship Mod

Hmmm hundreds of turns for one ship eh? maybe I'll take a look at it.
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Old February 10th, 2005, 04:36 PM
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Default Re: Capship Mod

But only for the biggest... the small (i.e. somewhat normal) warships take less to build. A light cruiser is the size of a Baseship (1500kT) and can be a (small) backbone for your spacefleet. Anything from Light to Heavy Cruiser (Battlecruiser if you're economically superior) can be the backbone of your fleet. The largest ships (anthing above Battlecruiser is a Capship, and a Battlecruiser is 6000kT) take looong to build and lots to maintain. The absolutely excessive costs of COMCAs makes them an economic nightmare... but in a military environment it is worth a solid Sphereworld (Dyson sphere) in compressed diamond. The basic COMCA (where "basic" is nothing but a Master Computer) takes over 100 turns to build, if you fill it with weapons it will be about two to hree hundred. DO TAKE NOTE HOWEVER that the maintenance cost has been INCREASED TO 50%!!!!!
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Old February 12th, 2005, 01:42 PM
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Default Re: Capship Mod

I know... I've seen... but... but... it's... it's... just so MANY of them! Endless lists of engines! Enough engine types to fill a Dyson Sphere!

(The rest STILL looks very good tho.)
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Old February 13th, 2005, 04:36 PM
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Default Re: Capship Mod

Not COMP descr, ABILITY descr. I've made long comp descrs before, and they all worked. It were the Ability descrs that caused me trouble.

Thnx for all the input, guys.
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Old February 13th, 2005, 05:52 PM
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Default Re: Capship Mod

What I said is absolutely true... go test it. Having descriptions in either place that are too long causes the same problem...
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Old February 18th, 2005, 12:57 PM
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Default Re: Capship Mod

Here's Capship 0.801. It isn't 0.81 since this version is just 0.80 with the revamped GC and a few minor bug fixes.

Test it and tell me what you think about the GC.
Attached Files
File Type: zip 333197-Capship Mod.zip (1.88 MB, 196 views)
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