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Old Aug 26, 2008, 06:42 PM   #1
deanej
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Download Latest Version

Last updated 9/27/11

Full Install (version 4.31); Requires windows BtS 3.19 with the language set to English

Last edited by deanej; Sep 27, 2011 at 07:37 PM. Reason: Released 4.31
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Old Oct 20, 2008, 04:02 AM   #2
JEELEN
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I've been thinking: would it be possible to assign the Crystalline Entity an auto-destruct ability (letting it respawn at that location) so it'll attack planets, but not capture it?

Along this line: would it be possible to assign the Nuke ability to the Crystal (this would resemble its actions even closer) with respawn?
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Old Oct 21, 2008, 09:00 PM   #3
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I'm attempting to make it so that cities captured by the crystalline entity are automatically killed but I'm not having any luck. It can be set to not capture cities in the XML, but I want to be able to simulate it decimating a colony. As for giving it the ability to nuke, that would work except for the fact that it spreads radiation, and the barb AI is set to always nuke the human player.
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Old Oct 21, 2008, 09:49 PM   #4
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Quote:
Originally Posted by deanej View Post
I'm attempting to make it so that cities captured by the crystalline entity are automatically killed but I'm not having any luck. It can be set to not capture cities in the XML, but I want to be able to simulate it decimating a colony.
That would be the ideal situation.

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As for giving it the ability to nuke, that would work except for the fact that it spreads radiation, and the barb AI is set to always nuke the human player.
Aha! Discrimination!
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Old Oct 22, 2008, 09:29 AM   #5
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Science barbs

the barbarian still to powerfull they kill me in round 40
when they apear for the first time
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Old Oct 24, 2008, 08:34 PM   #6
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Well, I'm having trouble getting the code in onCityCapture for the crystalline entity to work. I'm thinking about moving it to onUnitMove. However this creates an issue: with the code here, the crystalline entity will destroy any city, even if it was controlled by the barbarians before the entity moved into it. This is actually more realistic, but I'm concerned that this will lead to the barbs having no cities. Thoughts?
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Old Oct 25, 2008, 06:42 PM   #7
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turn 54 I won a conquest victory because I was lucky and the str 20 barbs attacked everyone else first.

@ took out the light I escort I had on 2 of my probs and another of my probes with sentury saw a Str 20 barb sitting on a recently captured Romulus. after the first 1 I started to build 10 Light Is for home system defense.
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Old Oct 25, 2008, 08:11 PM   #8
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You shouldn't be seeing any str 20 barbs. Do you have the patch in the first post of this thread? I should also mention that Imrahiel's mod-mod for Star Trek is not official and is not guaranteed to have the latest fixes (given that you mentioned str 20 barbs and that you have posted in Imrahiel's thread, I'm guessing that it does not).
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Old Oct 25, 2008, 09:16 PM   #9
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I downloaded this played some then downloaded his and played some then downloaded this agin without patch sorry about reporting the str 20s forgot patch.

I would like to see his refit system and ships in this version but without supper buildings and supper high ship costs.
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Old Oct 26, 2008, 05:17 AM   #10
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@deanej: My mod-mod should work with your newst patch, but I am sure that there are no babarians with a strenght of 20 in my mod because there are not any babarian unit with a so high strenght.

@darkform: The most supper buildings and technolgies be will reduced. The Ships will be still have there high costs, but I think I can take differnt the gamspeeds more like epic a month a turn, normal 6 months and fast a year. That
will the player allow to build ships quicker.
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Old Oct 26, 2008, 11:46 AM   #11
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Quote:
Originally Posted by Imrahiel View Post
@darkform: The most supper buildings and technolgies be will reduced. The Ships will be still have there high costs, but I think I can take differnt the gamspeeds more like epic a month a turn, normal 6 months and fast a year. That
will the player allow to build ships quicker.
in your mod-mod I think the first ships cost ok but each class of ship after should cost more (MOV)X5 (LE)X10 (DS9)X20-50. but translated to main mod they all should cost less without the supper buildings helping to make them.

I do like the idea that things that would take a month to build only takes a month in your mod-mod and that things that take a year will actual y take a year. (it is just your higher end ships don't take a year they get built much faster currently.)
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Old Oct 26, 2008, 12:43 PM   #12
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I think Construction ships should be able to hurry production buy 1/2 or 3/4 the cost of the construction ship.
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Old Oct 27, 2008, 06:51 PM   #13
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Attached to this post is patch 3 for beta 3. It includes all prior fixes and introduces the following additional changes:
-Further reduced barbarian strength increase rate
-Tweaked building capture code to prevent bugs

Last edited by deanej; Aug 10, 2010 at 08:34 PM.
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Old Oct 29, 2008, 08:43 AM   #14
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Hammer to early

they still spawn to early (cristal entety and alien ship)
turn 176 i'm in light III only
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Old Oct 29, 2008, 02:51 PM   #15
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What game speed are you on? Turn 176 sounds a little late for Light III.
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Old Oct 29, 2008, 05:06 PM   #16
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epic

epic is that the problem
and commander dif. level
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Old Oct 29, 2008, 05:58 PM   #17
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Well, on epic the crystalline entity shouldn't appear until around turn 351. As for the alien vessel, is it really that much of a problem when you have Light III's? It's strength 7 (I think Light III is strength 5) so it isn't too far away (unlike before).
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Old Oct 29, 2008, 10:46 PM   #18
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crystaline

it is apearing to early then.
5 to 7 is a lot when i have only 2 light III in my fleet.
fix this please thank you
p.d. when you realese the new deep space nine scenario
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Old Nov 24, 2008, 03:08 PM   #19
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I've released version 1.0 - see the first post to download.
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Old Nov 27, 2008, 06:26 AM   #20
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Thumbs up Great

The new version is great. The best are the lot of new leader heads.
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