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-   -   Carrier Battles Mod (http://forum.shrapnelgames.com/showthread.php?t=22453)

Kana May 3rd, 2005 04:15 PM

Re: Carrier Battles Mod
 
Running 1.0d...have VI reactor, and pic says its an XIII. I assume this is fixed in 1.2...?

Are we going to move the game to 1.2?

Kana

Suicide Junkie May 3rd, 2005 04:49 PM

Re: Carrier Battles Mod
 
Anything other than a v1.0 would break the savegames.

Reactor level 5 gives you a speed 3 engine (hence the roman III for the component)
To distinguish the level 6 (which is only cheaper) from the level 5, I added the X.

So its an X-tra cheap version of the speed III engine. http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie May 5th, 2005 04:21 PM

Re: Carrier Battles Mod
 
Carrier Battles #5 is now open for players on PBW!

Everybody who missed out on the last four, now's your chance!

PS:
Spots are going fast; 50% sold out!

Atrocities May 6th, 2005 12:33 AM

Re: Carrier Battles Mod
 
So break the save games and start a new PBW game. http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie May 6th, 2005 12:51 AM

Re: Carrier Battles Mod
 
That's Carrier Battles #5 http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities May 6th, 2005 12:54 AM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
That's Carrier Battles #5 http://forum.shrapnelgames.com/images/smilies/wink.gif

See, great minds do think alike. http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie May 7th, 2005 12:57 AM

Re: Carrier Battles Mod
 
One last slot available in Carrier Battles #5.

We will be starting it very soon.

Arkcon May 7th, 2005 10:50 AM

Re: Carrier Battles Mod
 
Some casual poking around on my part sugests that there are no cloak penetrating sensors in this mod. Which is fair I 'spose -- there are no cloaking devices. But that does make every nebula and storm sector a "free space" for anyone to hide in. Not to say that's not fun in its own right, but I find myself wondering if that's really the way you intend to leave it.

Suicide Junkie May 7th, 2005 11:42 AM

Re: Carrier Battles Mod
 
It does make you a little bit paranoid, yeah http://forum.shrapnelgames.com/images/smilies/laugh.gif
Once the enemy has gotten in there, though, you'll never know how many might be left lurking.

However, the build rate of mobile spaceyards is very very poor when working on ships, so there will never be hordes of enemy flowing out of a nebula or storm.

What I tend to do is build a modest defense net of satellites at all the exits, so when they do come out, they will be crippled or destroyed, and then my local ships can handle the cleanup and repair duty.

The Fetid Nebula in Carrier Battles #2 is a good example. It sits on the border of three races, and everybody has a zillion sats everywhere... except in the east warppoint, where (from admittedly second hand reports) an invasion swarm was halted with major casualties.

Suicide Junkie May 20th, 2005 01:56 AM

Re: Carrier Battles Mod
 
By the way;
Carrier Battles #6 is now open to join on PBW.

A one-planet start, for those who prefer it.
Homeworlds should become less important, and you'll have to start building resource extractors on your colonies a lot earlier.


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