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  #571  
Old December 7th, 2004, 11:40 AM

sachmo sachmo is offline
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Default Re: Rise of the Remorhaz Society

In this game (TDM mod), the Ukra-Tal rely heavily on the Gjovik class cruiser. Each of these cruisers has one minesweeper component. When they attacked Highrock, they were able to sweep 17 mines before the rest of their fleet died a horrible death.

Is there a good mod that:

1. Makes fighters viable for the entire game
2. Makes mines less of a wonder weapon

?
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  #572  
Old December 7th, 2004, 01:07 PM

Rasorow Rasorow is offline
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Default Re: Rise of the Remorhaz Society

Quote:
sachmo said:
Is there a good mod that:

1. Makes fighters viable for the entire game
2. Makes mines less of a wonder weapon

?
Just saw this and wondered...

1 Would making mine sweepers more powerful (like each level sweeps 10 mines) suffiencently decrease the mines
2 Would reducing the damage mines do to ships
3 Making mines say destoy engines but only very lightly damaging ships

Or some combination of the above be sufcient?

I have started playing around with modding the game (thanks to the most excellent guide) and just wondered.... Not even sure all that can be done but would think so based on what I have read.

Rasorow
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  #573  
Old December 7th, 2004, 01:31 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Rise of the Remorhaz Society

There are certainly lots that do at least one of those, and both are covered by various mods.

#1) There are plenty of ways to do this one:

GritEcon makes fighters the item of choice for defending against missiles.
They also provide some anti-ship capability with no supply drain on the host ship. (Where most ship weapons drain supply quite fast)

#2)
GritEcon makes mines weak, and forces a thinner deployment, but removes sweepers.
They are less of a wall to break down, and more of an area-effect delay tactic.

(Building a wall involves pumping out a screen full of satellites (mini-bases, which need to be repaired) instead )
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  #574  
Old December 7th, 2004, 01:40 PM

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Default Re: Rise of the Remorhaz Society

Thanks, SJ!
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  #575  
Old December 7th, 2004, 01:52 PM
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Default Re: Rise of the Remorhaz Society

I tried to make a mod where fighters would be valuable throught the game, but I have never finished it.

The best way is to make the PDC target everything its suppose to except fighters. For fighters have a second weapon with only a 15% bonus to accuracy.

All other weapons should then be set so they cannot target fighters.

Add new weapons like heat seeking fighter missiles and such. I did this with the mod I was working on.
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  #576  
Old January 26th, 2005, 11:31 AM
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Default Re: Rise of the Remorhaz Society

NEED MORE STORY... Sufforing withdrawl symptoms...
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  #577  
Old January 26th, 2005, 02:27 PM

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Default Re: Rise of the Remorhaz Society

I don't want you to suffer, but it may be a while. Sorry.
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  #578  
Old January 26th, 2005, 05:26 PM
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Default Re: Rise of the Remorhaz Society

I am now horribly depressed.

We all know how RL is Sachmo, so its ok. I thank you for what you have posted though. It was a great read and an excellent story.
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  #579  
Old January 26th, 2005, 06:02 PM

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Default Re: Rise of the Remorhaz Society

Quote:
Atrocities said:
I am now horribly depressed.

We all know how RL is Sachmo, so its ok. I thank you for what you have posted though. It was a great read and an excellent story.
Don't be depressed. It will continue. It just might be a couple of weeks.
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  #580  
Old February 1st, 2005, 10:49 PM
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The FryeR K The FryeR K is offline
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Default Re: Rise of the Remorhaz Society

NEED STORY

NEED BEER
how'd that get in there
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