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November 28th, 2005, 02:48 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.
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November 28th, 2005, 06:56 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: Masters Mod
Quote:
Imperator Fyron said:
That's what just about every mod does, increase strategic potential.
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As in the Rock, Paper and Scissors mod?
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November 28th, 2005, 02:11 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Masters Mod
Exactly.
In stock, its all APBs and max shields, berzerkers with maxxed combat skill, etc.
In the RPS mod, no design is the best, and you have to keep one step ahead with your construction strategy.
__________________
Things you want:
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November 28th, 2005, 02:19 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Thanked 7 Times in 1 Post
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Re: Masters Mod
Quote:
Urendi Maleldil said:
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.
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Looks big.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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December 12th, 2005, 03:10 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod
Hokay, so the AI is pretty much done. They're not pretty, but they work. But making all new ship sets for ten new races is going to take too long. My mind is already bursting with ideas for the Masters Mod v2. So I'm going to mod some of the existing races to use the new AI instead, add in a few last-minute components, and release the Masters Mod v1 hopefully some time this week. Ooo those Travel Masters are fast.
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