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  #11  
Old November 28th, 2005, 02:48 AM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Masters Mod

Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.
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  #12  
Old November 28th, 2005, 06:56 AM
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Default Re: Masters Mod

Quote:
Imperator Fyron said:
That's what just about every mod does, increase strategic potential.
As in the Rock, Paper and Scissors mod?
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  #13  
Old November 28th, 2005, 02:11 PM
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Default 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.
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  #14  
Old November 28th, 2005, 02:19 PM
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Default Re: Masters Mod

Quote:
Urendi Maleldil said:
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.
Looks big.
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  #15  
Old December 12th, 2005, 03:10 AM
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Default 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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