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  #1  
Old March 23rd, 2001, 10:07 AM
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Default The Rage Collective 1.1

After receiving great feedback on the Rage 1.0, I have fixed a couple of bugs and improved both the AI and the ship set.

I posted the zip file in the Mod Forum. Let me know what you think.

Thanks!
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Old March 24th, 2001, 02:29 AM
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Default Re: The Rage Collective 1.1

Alpha - great race! I was just getting ready to give you my comments on playing it Last night against my upcoming Piundon mod and voila! you have a new Version already. I will see if you covered my comments already.
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Old March 23rd, 2001, 03:40 PM
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Default Re: The Rage Collective 1.1

I must agree with you Tampa!
The Rage is a great race, in fact, is the only race that can fight with the race that I'm doing for the AI tournament!
Seriously, congrats Alpha and thanks!
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Old March 24th, 2001, 10:04 AM
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Default Re: The Rage Collective 1.1

Alpha Kodiak I had a look at your new Version of the Rage and I would thank you very much for your great work. I love the Rage very much (no of course I hate them and want to destroy them ).
Some feedback or suggestions:
I am not sure if the advanced storage technology is really that important for a very aggressive expanding race like the rage. I always see empty planets in reach that could be colonized and I play in a small quadrant with initially 16 empires, 10 planets each! Due to the heavy fighting colonies are destroyed, leaving room for new ones. And keep in mind, that the more colonies you have the more you can construct!The advanced storage technique IMO is more important for neutral empires, who do not expand beyond their system.
In the fighter design there is still the wrong "combat sensor" instead of "combat to hit offense plus". The combat sensors seems quite important to me for fighters.
In the design for the attack ships and bases you have supply storage and solar supply generation components. I agree that this may be helpful in the beginning, but as the designs are now they will still be included in the design when quantum reactors are used. I know it is difficult to avoid this completely, because until now we have no possibility to make a design obsolete when a certain technology becomes available. But it helps if you put the low technology items at the end of the component list of the design.
As for the mortal enemies: Think of a race with religious and organic technology together! Organic weapons, armor and religious talisman would be tremendous. If I had the time I would do this e.g. with the Earth Alliance and make them a rather peaceful empire, but it will be lot of work to create the research and design files!
Sorry for the long post and thank's again.
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Old March 24th, 2001, 09:35 PM
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Default Re: The Rage Collective 1.1

I have added Rage as a quick pick for the game and have added it as one of the random races. If anyone wants the modified file to add them as a quick pick let me know.
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Old March 24th, 2001, 11:37 PM
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Default Re: The Rage Collective 1.1

Thank you all for your kind words! I have thoroughly enjoyed the work I have done on the Rage so far. Since they seem to be working well, with no real glitches, I am going to let the 1.1 Version ride for a little while so people play with them. That will give me a chance to play around with some new attack designs I have been thinking of, possibly changing a racial trait, or anything else I can think of to make them even nastier.

Please continue to give feedback here as you play with the Rage. The points mentioned so far are excellent and many will be incorporated in one form or another in the 2.0 Version of the Rage (release date not set ), or possibly as part of their arch-enemy, the <<REFERENCE DELETED FOR SECURITY PURPOSES>>.

Thanks!
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