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August 15th, 2001, 04:13 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Updated Borg Variant, Klingons, Romulans and Shadows
Have been working on a major revamp of my Borg Variant, the Klingons, Romulans and Shadows for sometime now. Have been doing several play tests and tinkers and think that its worth releasing for general consumption. The updates are labelled V141a and are different from the mod-pack Version posted yesterday (didnt realise that an update was due).
Will be interested to hear your thoughts.
Regards,
God Emperor
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August 18th, 2001, 05:48 AM
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Colonel
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Location: Montevideo Uruguay
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
I can see that you was doing different Colony Ships too!
But I can see a little problem with your solution: the AI will be unable to colonize until research the DS hull.
I did a test with one starting planet, and it was a problem for the Klingon. Also, the AI built several "Colony" ships with FG size, with only engines.
Honestly, still I like more what Atraikius did with the Orks, or myself with the Aquilaeian.
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August 20th, 2001, 01:21 AM
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Second Lieutenant
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
MB,
Thanks for that. In my play tests, I thought that I had eradicated that problem. Will take another look.
Regards,
GE
PS: What did you do with your Aquilaeian race?
[This message has been edited by God Emperor (edited 20 August 2001).]
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August 20th, 2001, 03:13 AM
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Shrapnel Fanatic
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
GE, do you enjoy making AI? (If so, I have some projects for ya. )
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 20th, 2001, 02:57 PM
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Colonel
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
I kept the old colony ship design, because the AI can use the standard colony ship in the beginning of the game. But also, have included a new colony ship design, based on the Light Cruiser hull.
The idea was to create a more fast colony ship, with extended fuel range, self-destruction device, an small weapon to kill ships without weapons, and cloak capabilities (when the technology is available of course). Also, I wanted to keep the colony ship with an small size, because if not, a biggest ship _ in my view _ could take a long time to be constructed, and _ in my view again _ could be very expensive.
After research the LC, the AI stop to use the standard colony ship, and start to use the new colony ship design.
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August 20th, 2001, 04:00 PM
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Second Lieutenant
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
MB,
To get it to work, did you set Colony Ships as size 0-300kT and Light Cruiser Colony Ships as 400+ ?
Atrocities,
Do you have a specific race idea in mind? I could be interested!
Regards,
GE
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August 20th, 2001, 04:22 PM
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Second Lieutenant
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
God Emporer - that what I had done, except I allow them to use up to BC hulls.
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August 20th, 2001, 05:33 PM
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Colonel
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
quote: Originally posted by God Emperor:
MB,
To get it to work, did you set Colony Ships as size 0-300kT and Light Cruiser Colony Ships as 400+ ?
GE
As you said, I did the standard Colony ships with size 10-300Kt. But about the new colony ship, the size is only LC: 400-400 Kt.
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August 21st, 2001, 12:55 AM
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Second Lieutenant
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
MB, Atraikus,
Thanks for the confirmation. I'll make the necessary modifications. Definately the simplest and cleanest way to go.
Regards,
GE
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August 21st, 2001, 02:39 PM
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Colonel
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Re: Updated Borg Variant, Klingons, Romulans and Shadows
God Emperor: No problem!
Tampa: thanks for the advice, and I will check again.
I can remember the message once saying "A cloaked ship can't colonize a planet", but at the next turn the planet was colonized. But the AI usually had not problems colonizing with cloaked ships: seems to be that this was fixed.
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