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Spaceempires.net :: Some input :: View topic
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Some input

 
Post new topic   Reply to topic    Spaceempires.net Forum Index -> Crimson Concept Mod
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rnl
Moderator
Moderator


Joined: Jun 02, 2008

PostPosted: Tue Jun 15, 2010 6:56 pm    Post subject: Some input Reply with quote

So what do you guys think of the new mod so far. Any comments welcome as always. Smile

Rnl


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Tue Jun 15, 2010 8:24 pm    Post subject: Reply with quote

Let's start a PBW game! Very Happy

That's no space station - it's a spreadsheet!


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Azmodan102
Space Emperor


Joined: Mar 16, 2010
Location: Germany

PostPosted: Tue Jun 15, 2010 9:41 pm    Post subject: Reply with quote

Great stuff

I like the monster and organic host races

can the production ability of organic host ships be increased
so carriers can replace lost Fighters fast enough or small refit "operations"
can be done far from the colonies

those monsters make me use colony defences quite often normaly thats much more interesting than just blocking the warp points with guns Smile


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rnl
Moderator
Moderator


Joined: Jun 02, 2008

PostPosted: Tue Jun 15, 2010 9:52 pm    Post subject: Reply with quote

Thanks, the monster were a pain to setup and balance, they caused alot of the delay.

No PBW game until, I get a few more reports in and then we'll have to choose between a normal version or the patch FQM version.

Rnl


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Feygan
Space Emperor


Joined: Aug 02, 2007

PostPosted: Wed Jun 16, 2010 8:22 am    Post subject: Reply with quote

rnl wrote:
Thanks, the monster were a pain to setup and balance, they caused alot of the delay.

No PBW game until, I get a few more reports in and then we'll have to choose between a normal version or the patch FQM version.

Rnl


Is there a current CC mod that has FQM then?


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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Fri Jun 18, 2010 6:57 pm    Post subject: Reply with quote

But fully functional AI yes? I'll try a solo game first then.

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Azmodan102
Space Emperor


Joined: Mar 16, 2010
Location: Germany

PostPosted: Wed Jun 23, 2010 6:49 am    Post subject: Reply with quote

Comerce Raider just works for Pirate races.
If Pirate Tech is on Level 0 it steals only 0 points ( in components data the Level 1 amount is like: ... * Pirate Tech Level
[ having Level 0 for alll but Pirates Sad ]
It should work with: ... *( (Pirate Tech Level) +1) or such.

same with boarding crews
Ability 1 Amount 1 Formula := 50 + ((([%Level%] - 1) * 5) * Get_Empire_Tech_Level("Pirate Technology") )

so no level up for non pirates


Oh and I just tried those nasty biological weapons Twisted Evil
With the plague spreader skript the bombs really hurt .
But even worser ?! are the Virus injectors against organic Host ships
( only 100 Crew each ) . They skip shields ( should they ? ) and one or two salvos can cripple your ship.

Oh donīt change that but make the Ai use them for Boarding Vessels
Wink


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