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

Dizzy July 17th, 2006 09:01 AM

Re: Carrier Battles Mod
 
Like I said... I dont know how yours works, but CBmod is the next one Im trying.

Instead of calling it a satellite... you could call it a satellite group, not for you SJ, but this was my reply to the others discussing yours.

sachmo July 17th, 2006 01:32 PM

Re: Carrier Battles Mod
 
Quote:

Atrocities said:
Now that is NOT a bad idea. Mind if I use it?

And fighters work the same way? (im running on memory here since I'm at work!)

It just seems like it will take forever to get a large fighter force up and running when building them one at a time.

Ed Kolis July 17th, 2006 04:47 PM

Re: Carrier Battles Mod
 
No, fighters in CBmod are still fighters - else they would not be loadable on ships http://forum.shrapnelgames.com/images/smilies/wink.gif

sachmo July 17th, 2006 06:04 PM

Re: Carrier Battles Mod
 
Thanks, Ed Kolis. I'll check it out tonight some more.

Suicide Junkie July 17th, 2006 08:41 PM

Re: Carrier Battles Mod
 
Fighters have a similar end result, although the causes/reasons are different.

Launching fighters in groups of, say 25, will get your navy slaughtered. Covert Jaguar had to learn this the hard way http://forum.shrapnelgames.com/images/smilies/wink.gif
Launching fighters in groups of three (the default), will keep you competitive in battles. For particularily large fleets (300+), where there simply aren't enough combat squares to launch in groups of three, fives or eights can be useful.

sachmo July 17th, 2006 11:16 PM

Re: Carrier Battles Mod
 
Has anyone noticed that with fighters in the simulator, if you have more than one fighter in a group, the second fighter won't have any supplies? Anyone know a way around that?

Also...shouldn't external racks be a one shot deal?

sachmo July 17th, 2006 11:37 PM

Re: Carrier Battles Mod
 
DUR

Suicide Junkie July 17th, 2006 11:38 PM

Re: Carrier Battles Mod
 
You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat? http://forum.shrapnelgames.com/images/smilies/wink.gif

It is a wide rack http://forum.shrapnelgames.com/images/smilies/wink.gif
Better for gameplay using a mount, just don't pay too much attention to the description details here.

Oh, and population grows every year, rather than every month now.

sachmo July 18th, 2006 12:20 AM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat? http://forum.shrapnelgames.com/images/smilies/wink.gif

It is a wide rack http://forum.shrapnelgames.com/images/smilies/wink.gif
Better for gameplay using a mount, just don't pay too much attention to the description details here.

Oh, and population grows every year, rather than every month now.

Thanks for the first part, and I FINALLY figured out the second part. Combat begins soon...YAY! I built an early mini-carrier; can't wait to get it into the fray!

Suicide Junkie July 18th, 2006 01:06 AM

Re: Carrier Battles Mod
 
Excellent!

You will probably find that early on, with small fleets, missiles are king.
As the fleets get larger, point defense ships show up, and pave the way for assault ships.

That's when things get really interesting http://forum.shrapnelgames.com/images/smilies/happy.gif
The big, beefy warships with huge guns are always fun...


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