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Old April 20th, 2001, 03:32 PM

God Emperor God Emperor is offline
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Default v135a and basic_v135a Klingons and Romulans posted in mods archive

I have just posted v135 compatible Versions of my Klingon and Romulan AI's.

These Versions are compatible with patch v1.35 and incorporate a number of changes over the previous Versions with regard to vehicle construction and researching.
In my play tests (high difficulty, low bonus, med/large galaxy), if the races get a good start, they are very formidible.

In my Last play test I was only able to win because with the Last three of us standing, the Klingons attacked both the Romulans and myself. If the two had teamed up, It would have been extremely tricky as togther they had twice the number of ships, planets, research and resources that I had.

Hope you find them as challenging!

Note: I havent extensively playtested the non-point defence (basic) Version, although the files are basically the same (research files are changed of course though).
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Old April 21st, 2001, 04:39 PM
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Default Re: v135a and basic_v135a Klingons and Romulans posted in mods archive

God Emperor I had a small problem with your modification: The turn time for the AI increased dramatically and when I analysed the problem I saw the reason was the fighter launch group of 2 you gave the Romulans and Klingons. I don't want to repeat the arguments for larger fighter Groups (see special topic from me on this) but 2 is definitely not a reasonable choice unless you have a very powerful computer!
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Old April 22nd, 2001, 04:58 AM

God Emperor God Emperor is offline
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Default Re: v135a and basic_v135a Klingons and Romulans posted in mods archive

Q,
Thanks for that. It must have been in the base file I used. Where is the launch setting located? I'll change it to five once you let me know...
GE

PS: Found it in strategy file. Will post update...

[This message has been edited by God Emperor (edited 22 April 2001).]
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