Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod |
Sun, 16 January 2005 19:20 |
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Wow, thanks. If you stop by on IRC usually one of us at least will be on...
I guess balancing it is the first priority, which means testbedding and stuff. If you have the battlesim pack it makes things easier, that's what we've been using to try to rebalance conventional torpedoes with beams and cap missiles. Right now they seem to be pretty close to par, at least, a lot closer than they were before.
Ship hull changes are also something we'll need to work on. Capital ships are more flexible but less mobile, relying more on fuelers. Small and medium freighters are honestly freighters now, while privateers are utility/skirmisher ships like they were intended to be.
http://empires.falldowngoboom.org/Albemuth.STM
http://empires.falldowngoboom.org/AlbemuthStars!.exe
[Updated on: Sun, 16 January 2005 19:21] Report message to a moderator
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Albemuth Mod (Jan 2005 start)
By: Coyote on Sat, 15 January 2005 21:21
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Re: Viper mod
By: Ptolemy on Sun, 16 January 2005 05:01
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Re: Viper mod
By: Coyote on Sun, 16 January 2005 19:20
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 00:08
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Re: Viper mod
By: iztok on Mon, 17 January 2005 05:27
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 19:34
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 21:11
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Re: Viper mod
By: Kotk on Mon, 17 January 2005 22:03
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 22:43
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 22:58
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 23:03
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 23:09
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 23:22
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 23:43
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Re: Viper mod
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Re: Viper mod
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Re: Viper mod
By: Kotk on Fri, 21 January 2005 11:49
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Re: Viper mod
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 22:39
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Albemuth mod
By: Coyote on Mon, 17 January 2005 23:07
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Re: Albemuth mod
By: Micha on Tue, 18 January 2005 06:21
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Goto Forum:
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