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  #611  
Old July 8th, 2006, 03:28 AM
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Default Re: Rise of the Remorhaz Society

[b]AWSOME[b] Simply [b]AWSOME[b]

Thank you very much for posting an new chapter.
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  #612  
Old July 10th, 2006, 03:01 PM

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Default Re: Rise of the Remorhaz Society

Well, I'm thinking about starting a new story. This one is just too long for anyone to go back and start from the beginning, and it wasn't that good to start with, so look for a new story soon!

The new story will be loosely based on the Carrier Battles mod...if I can ever figure out how it work.
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  #613  
Old July 10th, 2006, 07:49 PM
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Default Re: Rise of the Remorhaz Society

Well, you could always turn the complete AI on, fast forward through the first 50 turns, then watch it play another 50-100 turns, and see if any interesting stories pop out at you.
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  #614  
Old July 10th, 2006, 09:32 PM

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Default Re: Rise of the Remorhaz Society

I actually already have a framework in mind...I just need to get a game going to see how things fall out. It looks like so much fun!
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  #615  
Old July 10th, 2006, 09:40 PM
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Default Re: Rise of the Remorhaz Society

Oh, it is
Particularily when you pull off a pincer attack against an attempted ambush with way more ships than you have (300 vs 400). Resulting in the annihilation of half the enemy navy, two legendary fleets, and a score of Elite ships at the cost of only a third of your navy being put out of commission for repairs.

Ah, when strategy, tactics, ship design, and the unique ships of whimsy come together, it is beautiful.

Everybody thinks Plasma Cannon Battleships are a the ravings of a madman with far too many radioactives in storage. But boy, did they every clean up in that battle (click me)
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  #616  
Old July 10th, 2006, 10:56 PM

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Default Re: Rise of the Remorhaz Society

Awesome! Well, the story will be based around the main theme of the mod, but I'll see how PCBs fit in as well. It all depends on which characters are more fun.

I hate to leave Remorhaz behind, but...it's so huge now.
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  #617  
Old July 11th, 2006, 12:06 AM
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Default Re: Rise of the Remorhaz Society

Heh. I'm kinda curious as to what you would describe as the main theme of the mod.

The name itself is a legacy thing from back when me and geo were talking about making a modern naval type system.

If you try to go 100% carriers, you'll probably lose. I suggest 20% each to carriers, missile support, point defense, close assault and long range assault. With the missile, and assault ships subdivided into anti-ship and anti-fighter classes.

In CB3, I'm only managing about 4% carriers, but they are larger in the old version, so it is not as bad as it sounds.

PS:
A finalized version of CBv1.6 is posted.
http://www.shrapnelcommunity.com/thr...?Number=433765
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  #618  
Old July 11th, 2006, 11:32 AM

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Default Re: Rise of the Remorhaz Society

Is 1.6 ready for single player?
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  #619  
Old July 11th, 2006, 01:17 PM
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Default Re: Rise of the Remorhaz Society

Yes. Version 1.6 of CBmod has a strong AI.
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  #620  
Old December 31st, 2006, 01:25 AM
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Default Re: Rise of the Remorhaz Society

Man I really do miss reading this story. You shoud do one more chapter to wrap it up. You know finish it off with the romulans blowing up their star or something.
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