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Re: Carrier Battles Mod
i think bomber just means heavy fighter, in this case.
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Re: Carrier Battles Mod
Superiority fighters work well as heavy fighters too, though. Especially if you are going to arm them with supply-sucking DUCs instead of the energy based Plasma Cannons.
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Re: Carrier Battles Mod
Only problem is, SSFs can't use anti-ship weaponry. Only Bombers can. I know I'm limiting players in their design choices, but it's what I want. I simply like it that way. It makes sense to me. This way, fighters are still useful in the late game (as Bomber weapons are simply too powerful to be true - did I point that out yet?) yet are still quite easy to counter. If an enemy kills off your fleets all the time because they've got a fighter base sitting on a WP launching flocks of Bombers every time, you can simply mass-produce entire clouds of dirt-cheap Interceptors and load them on Carriers. They'll be able to eliminate the Bombers quite effectively, and this'll leave the way open for your warships (or Bombers!) to destroy the enemy space station.
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Re: Carrier Battles Mod
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In CBmod, SSFs can't use anti-ship weaponry simply due to the fact that by definition, a SSF needs to have shields, armor and efficient guns, leaving no room for the bulky and inefficient anti-ship cannons and missiles. All of the weapons you would consider for a fighter that will attack ships have to be high damage per shot at the expense of all else (reload, cost, ammo use) just to overcome the leaky shields on a warship. CSMs combine that with quad-to-shields damage for massive penetration of leaky shields, keeping them effective even at high tech, with shields reaching the hundreds of points. |
Re: Carrier Battles Mod
Carrier Battles v1.2 is now up.
http://imagemodserver.mine.nu/other/...attlesv1.2.zip - Homeworlds no longer start with a useless spaceport and resupply depot. Instead they get two more legacy infrastructure - Torpedoes now have a reload rate of 3 for more punch. - Ship reactors slowly (solar) generate supplies. - Larger supply factory components are available to generate suppies. - Repair bays reworked to use a smooth size decrease and all 10 tech levels. Useless nano-fab labs removed. - Facility cargo space generation divided by 10. The cargo limits should actually matter on small worlds now http://forum.shrapnelgames.com/images/smilies/happy.gif - Level 2 colonization tech required in order to colonize foreign-surface planets. This avoids excessive colony tech trading and makes those other 2 surfaces appropriately hard to acquire. - Normal computers no longer require organics. - Stripmining facilities now available. They reduce value by 1%, but provide tons of resources. Can be upgraded to a normal extractor facility. - Pollution from heavy industries (especially stripminers) reduces planet conditions. Cheap planet and system environmental facilites are available to heal the damage, but you can always just turn the planet into a deadly hell-hole and then just drag some hippies from the optimal farming paradises in to work the mines. |
Re: Carrier Battles Mod
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Re: Carrier Battles Mod
I wouldn't think they would need to upgrade. If you don't want them anymore, then scrap them and rebuild. Normal resource facilities don't take that long to build.
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Re: Carrier Battles Mod
The upgrade all button is already bad to use because of the industrial zone -> legacy infrastructure path.
CJ does have a good point though. Even with the half-off upgrade price, the mid to high tech resource extractors will still take about a turn each. |
Re: Carrier Battles Mod
Found a possible bug in 1.0c...
Researched Planetary Bombardment Missles. Got all 5 levels with one research level, and in the Ship build area it seems to only list the version #1.... Kana |
Re: Carrier Battles Mod
Fixed in both v1.2 and v1.0
Will be updating the PBW games to v1.0d, which will also provide the extra-distictive roman numerals on the advanced drive reactors. |
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