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

Suicide Junkie April 24th, 2005 12:40 AM

Re: Carrier Battles Mod
 
History of Carrier Battles #1 (part 1)
Note: Game time has been multiplied by ten to make it sound more plausible http://forum.shrapnelgames.com/images/smilies/wink.gif

2410 - 2420: Dawn of the Carrier Age
-------------------------------------------------


In the years leading up to 2410, the Cult of SJ had colonized most of the planets within reach, and explored enough to know that there was no hope of habitable systems further out along the northeastern galactic arm. With each system less habitable than the last, the galactic core began to look more and more appealing. The subsequent push for coreward explorations would change the course of galactic history.

In 2410, an exploration fleet was commissioned and began construction on the Cult homeworld of Udix VII. The original plans called for a great number of missile-armed support gunboats and supply tugs to escort a flagship. The impracticality of this was soon apparent however, and the plans were repeatedly scaled back. By 2415, the grand exploration fleet was comprised of only a single Heathen-class anti-ship bombardment frigate and the flagship carrier, CSX Assisted Suicide. Sporting ten missile tubes with a wide range of small warheads, it would theoretically be able to destroy whatever the Heathen and its heavy missiles could not.

Command staff were under an ever increasing amount of pressure from above to locate more colonizable worlds, and late in 2415 they decided to halt construction of more ships and launch the expedition ahead of schedule. With only a single escort, and a mere third of the carrier's fighter complement loaded, the exploration fleet was quite underpowered. However the expected risk of an exploration mission is typically quite low, so the fleet was launched anyways.

In what may be the shortest exploration mission in recorded history, the Cultist explorers made their very first warp transit in 2417, and emerged right in the middle of a hostile fleet. Although the warppoint was unexplored at the time, we now know that it led directly from Udix to Narcisston. Many of you will recognize Narcisston as the homesystem of the Memnorak, and that is quite correct. Back in 2417, the Memnorak had been busy building a fleet of their own, and those ships were all positioned right where the Cultists were headed.

Now, in order to understand how the subsequent conflict played out, we must take note of early Memnorak design theory. Pre-reformation warships were completely under manual control. The bridge crew is much the same as today, however behind the scenes, tasks were done almost entirely by hand. Reactor stabilization, thrust vectoring, weapons management, they all were done by real people in the bowels of the ship. The other thing to note is the emphasis on weapons over defenses. The Memnorak Crusader, which is not to be confused with the later Cultist design of the same name, had four medium laser cannons, a depleted uranium cannon, and a cluster missile tube. Absolutely bristling with weapons for a frigate sized ship. However, in fitting all of those guns they completely neglected armor or shielding; the Memnorak battle plan relied instead on the ability to destroy their targets before the enemy could fire back.

Once the warp transit began, conflict was inevitable. The Memnorak could see the gravitational wake of the Assisted Suicide approaching, and knew that they could not afford to hold back. If any sigificant incoming object turned out to be a hostile warship, they needed to fire first or take heavy casualties. Memnorak commanders gave the only order they could; fire on sight. The Cultists on the other hand, were not under such pressure. Whatever the situation was, they needed to pull back and put room between them and the targets. The long range missiles carried by the Cultist ships would be only half as effective at point blank, so regardless of whether the sensor blips were friendly or hostile, a rapid retreat to weapon safe range was mandatory.

From surviving logs of the event, we know that the CSX Assisted Suicide emerged from the warppoint just south of the Memnorak fleet, while the escort emerged to the east. As ordered, the seven Memnorak ships immediately opened fire with their laser cannons on both ships. The Heathen was destroyed so quickly by the Memnorak ships that there are no recordings of the actual event. The Assisted Suicide, on the other hand, managed to deploy its defensive ice field in time and suffered almost no damage. The Memnorak laser cannons were refracted and diffused by the field, and what little energy did reach the hull was harmless. Since the Cultist carrier had no anti-ship weaponry, the Assisted Suicide had to launch fighters in the hopes of stopping the assault before a Memnorak ship got a lucky hit through.

This is when the design flaws of the Memnorak caught up with them. Orders are said to have come down from the Memnorak captains to target the fighters. However, the gunnery crew misunderstood, and opened fire with their cluster missiles only; the laser cannon batteries continued to target the carrier. Missiles were what the Cultist fighters were designed for, and the missiles were shot down almost before they could leave the tubes. Then, while the carrier's defenses glowed with the laser bombardment, the fighters were able to use their small anti-missile weapons to pepper the unprotected hulls of the Memnorak ships with fire. A short time later, the Memnorak fleet was debris and 90% of the fighters were back aboard the Assisted Suicide.

Although the Cultist military denies any damage to the Assisted Suicide in the first battle of the Zezzis warppoint, crew members serving on the carrier at the time say that one of the Memnorak laser beams did in fact manage to penetrate the ice field and start a fire in the port side crew quarters. Many Cultist museums have picked up on this story, and half-melted trinkets are sold by the thousands daily in gift shops across the empire.

Shortly after the warppoint battle, the CSX Assisted Suicide was attacked by four more Memnorak Crusaders which were en route to the warppoint, presumably to join the now-destroyed fleet. The incoming ships were swiftly destroyed by the Cult fighters long before they could close to anywhere near laser cannon range. This devastating loss of 80% of their standing navy over a mere two years was the driving force behind the Memnorak design reformation. By 2420, the Memnorak would be finishing the emergency construction of their first defense carrier, and with that, the Age of the Carrier had truly begun.

Combat Wombat April 24th, 2005 02:33 AM

Re: Carrier Battles Mod
 
Does this mean that I am famous now that I am the co-star of a story?

Captain Kwok April 24th, 2005 05:28 PM

Re: Carrier Battles Mod
 
I sure hope you do better next time CW, it'd make for a better story. http://forum.shrapnelgames.com/image...ies/tongue.gif

Suicide Junkie April 24th, 2005 05:55 PM

Re: Carrier Battles Mod
 
The battle was far from over at turn 20.

At that point, I have a quarter carrier load of fighters, and CW was pumping out loaded carriers and had a fair number of support ships undergoing retrofits.

The second battle of the Udix warppoint was quite long and destructive, lasting almost 10 turns.

It is just the Dawn of the Carrier age http://forum.shrapnelgames.com/images/smilies/wink.gif

Puke April 25th, 2005 02:04 PM

Re: Carrier Battles Mod
 
wow, i dont think that i have EVER seen a year long battle in SE4 - not counting planetary seiges, of course.

Suicide Junkie April 25th, 2005 03:08 PM

Re: Carrier Battles Mod
 
Well, it wasn't really continuous, but there was a constant stream of just-in-time reinforcements before one side gained control http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima April 25th, 2005 03:46 PM

Re: Carrier Battles Mod
 
SJ, I want to officially Thank You for sprouting the idea for this mod. I read a few early posts, and immediately started to implement a similar system of fighter combat in Capship (note: this was some time back, perhaps as much as 2 months). Therefore, hereby, I Thank You for this wonderful idea.

I customized it in Capship, however (didn't DL the actual mod);
-Fighter hulls are generally split up between Interceptors, Space Superiority Fighters and Bombers.
-Interceptors are the fast lot, they're the smallest but are excellently suited for swarming SSFs and bombers.
-SSFs are larger and slower, and can carry more potent weaponry. They are the principal means of defending your fleet against Bombers.
-Bombers are massive, lumbering craft which can strike hard at warships.
-Most fighter weapons can only target fighters and other small stuff, the anti-capital ship weapons are so large that only Bombers can mount them. These weapons are comparatively extremely powerful, so that Bombers remain useful and perhaps essential into the later game eras.
-Stock PD can only target seekers now, some/most ship-based weapons can also target fighters but are generally less effective than Interceptor/SSF escorts, because of the defense bonus of the fighters, and also because fighter armor is pretty strong. For truly effective fighter interference you're going to need your own strike craft escort.

There is nothing to stop you from placing masses of Interceptor weapons on a Bomber, that's a choice you'll have to make for yourself. It's not recommended or discouraged, but Interceptors were specifically meant for the light anti-fighter weapons, while Bombers should mainly be used as capital ship killers. Bombers have the potential to be more dangerous to powerful warships than a Dreadnought. It's always recommended you take at least one carrier stocked with ample supplies of all three fighter types when you send a fleet out on a (prolonged) campaign. This way, you'll have protection from enemy Bombers (which can utterly devastate a fleet if it isn't well-protected) as well as a means of performing quick, powerful strikes on an enemy fleet.

Strike craft are relatively cheap and fast to produce (though a powerful Bomber could take three or so turns to build), and the fact that they're real killers makes it easier for an empire under attack to build a modest fleet of Bombers to drive the enemy out. Said enemy could then build swarms of SSFs to counter the Bombers. Said Bombers would be generally useless then, but they can quickly build entire swarms of Interceptors to swarm the enemy SSF escorts and overcome their defenses, to cover for the Bombers.

Whoops, turned into a (promotional) rant there, sorry 'bout that! But still, Thank You SJ for this idea.

Suicide Junkie April 25th, 2005 04:18 PM

Re: Carrier Battles Mod
 
You know, you really don't need to force a split between interceptors, superiority fighters and bombers.
I simply used a generic set of fighter hulls, and let the components speak for themselves.

- If you want anti-missile defense, you simply add lots of tiny mount guns and a big (QNP-style) engine to chase missiles with. More guns == more missiles shot down per turn.
- If you want a bomber, you use a smaller engine and cram the hull full of big missiles or heavy laser cannons for that big initial punch through the leaky shields. (You need to overload the quasi-emissive effect)
- Superiority fighters on the other hand, need heavier armor and the most efficient guns rather than the high damage-per-shot bomber weapons or the array of high accuracy weapons on the interceptor. (Make a wall, and chew up fighters without letting them pass)


In CB#2, Axel caught me by surprise with a squad of half-bombers.
They launched fewer missiles, but then followed up on the attack by picking off my lightly armored interceptors with guns as they rushed to the missiles.
I loved it. It didn't conform to my expectations, but made perfect sense in action http://forum.shrapnelgames.com/images/smilies/happy.gif Next time I'll have to bring some superiority fighters to take the hits and protect the interceptors while they do their job.


Getting rid of stock Point Defense altogether was one of the key features, too.
The autofire makes them essentially unbalancable.
Instead, you have to carry some sort of antimissile fighter type, or mount a bunch of short range 20mm cannons with lots of multiplex tracking to back them up. Or just armor up, and take the blows http://forum.shrapnelgames.com/images/smilies/wink.gif


It seems my ships have been resorting to the third method way too much in CarrierBattles #1 http://forum.shrapnelgames.com/images/smilies/laugh.gif
Massive assaults, running out of interceptors, and then being brutally pounded by bombardment ships. Its quite fun though, and I'll soon have some ships decked out with fifteen 20mm cannons just for point defense duty.

Strategia_In_Ultima April 25th, 2005 04:30 PM

Re: Carrier Battles Mod
 
As I said, there's nothing to stop you from building Bombers filled to the brim with Interceptor weaponry. It's just that each type of fighter is larger than the previous one, and therefore can mount larger weapons. The Interceptors are small - tiny, even - fighters that cannot use many weapons, but are very cheap and can be produced and transported in droves, and can be used to overcome larger fighter's defenses to cover for the hard-hitting Bombers closing on the capital ships. SSFs can use larger, heavier, longer-ranged anti-fighter weapons, and are mainly useful (I think) for defending fleets against Bombers. Bombers are the only attack craft capable of using anti-ship weapons, and the Bomber anti-ship weapons are very powerful. A modest amount of Bombers can be more dangerous to a (2500kT!) Light Cruiser than a Dreadnought (somewhere between 15 and 20MT! There are currently three types of DNs). Bombers can be utterly devastating in the early game, if you research them you could gain a significant tactical advantage, however Interceptors and SSFs are far easier to research than Bombers and you could find yourself losing entire flights of expensive Bombers to swarms upon swamrs of dirt-cheap Interceptors.

Yes, attack craft (as I call fighters in Capship, since the Fighter denomination is mainly used to refer to SSFs) do have armor, and it can deflect most capital ship weapons.

Point Defense has practically been castrated, stock PD can only shoot seekers. You'll have to rely on other weapons (most notably Weapons Batteries) if you want to take on attack craft with a capital warship, but still the most effective way to counter Bombers - both economically and militarily - still remains Interceptors and SSFs.

Suicide Junkie April 25th, 2005 05:01 PM

Re: Carrier Battles Mod
 
Ah, but my point is that you don't need to force those roles.
They come naturally given the appropriate components, and it allows a lot more freedom of design for the player.

The autofiring ability of point defense is the big kicker.
You always get to shoot the missiles, and the only way to get hit is to run out of shots.
Simply removing the autofire makes combat far more interesting, and missiles do not need to be uberly powerful and plentful in order to be a threat.

Puke April 25th, 2005 05:08 PM

Re: Carrier Battles Mod
 
i think bomber just means heavy fighter, in this case.

Suicide Junkie April 25th, 2005 05:27 PM

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.

Strategia_In_Ultima April 26th, 2005 06:21 AM

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.

Suicide Junkie April 26th, 2005 02:24 PM

Re: Carrier Battles Mod
 
Quote:

Strategia_In_Ultima said:
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.

Ah, but see? If you put anti-ship weapons on it, then it is by definition a bomber http://forum.shrapnelgames.com/images/smilies/happy.gif If you don't put anti-ship weapons on, then it becomes something else, SSF or interceptor or something else depending on the configuration and the mood of the player http://forum.shrapnelgames.com/images/smilies/happy.gif

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.

Suicide Junkie April 30th, 2005 01:42 AM

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.

Fyron April 30th, 2005 02:23 AM

Re: Carrier Battles Mod
 
Quote:

- Stripmining facilities now available. They reduce value by 1%, but provide tons of resources. Can be upgraded to a normal extractor facility.

This is probably going to cause many headaches. It will make the "upgrade all facilities" button as bad to press as in Proportions... Do they really need to upgrade?

CovertJaguar April 30th, 2005 05:31 AM

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.

Suicide Junkie April 30th, 2005 01:20 PM

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.

Kana May 1st, 2005 12:06 AM

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

Suicide Junkie May 1st, 2005 01:51 AM

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.

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.

ZeroAdunn June 16th, 2005 02:32 AM

Re: Carrier Battles Mod
 
Two things:

First: I thought I would bump this thread because I love this mod,

Second: Has anybody done any work on AI for this mod? I tried my hand at it and failed miserably.

Suicide Junkie June 17th, 2005 11:29 AM

Re: Carrier Battles Mod
 
ZA:
For AI modding you definitely need some help with mount selection.
I've got a plan to add tech areas that the AI can research so as to pick which mounts to use on its ships. You just need to let me know which mounts on which hull sizes you want, since there aren't enough mounts to do all the permutations.

Your AIs should probably also go missile-heavy just to keep things simpler.

Basically, talk to me while you're working on AIs, so I can bend the mod in places to make the AI fit in http://forum.shrapnelgames.com/images/smilies/happy.gif

ZeroAdunn June 18th, 2005 04:24 AM

Re: Carrier Battles Mod
 
It's not just mounts though, the AI's don't build carriers, and I couldn't get them to do it routinely.

Suicide Junkie July 5th, 2005 06:29 PM

Re: Carrier Battles Mod
 
New version available:
http://imagemodserver.mine.nu/other/...arrierBattles/

Carrier Battles v1.3
- Space Combat rounds reduced to 30. (Battles have been quicker than expected)
- Seeker defense modifier increased by 20 points
- Maximum planet value increased to 200%
- All ship maintenance abilities reworded to "X% per month" for easier understanding.
- Carrier maintenance reduced to 10% per month
- Larger base maintenance all reduced.
- Crew requirements for bases reduced.
- Torpedo damage decreased slightly
- Torpedo reload increased to 3 turns (with matching damage increase)
- Multipurpose missile tech increased to 10 levels.
- Capital Ship Missile hitpoints increased for better PD penetration.
- Random Plague level now depends on severity chosen in game setup. Catastrophic plagues can hit level 4.
- Berzerker combat bonus decreased. Small combat modifiers added to the other cultures for flavour.
- High tech shield costs and ability amounts tweaked.
- Bloodthirsty Happiness type tweaked for more difficulty; they now have a small penalty for seeing too many allied guard ships.
- Racial tech costs tweaked.
- A second speed trait added: Savant Navigators

Suicide Junkie July 7th, 2005 06:43 PM

Re: Carrier Battles Mod
 
I have created a "Carrier Battles Newbie Game" on PBW for those who are interested in trying out this mod.

Only first-timers will be allowed in, and you will have permissions to read the forums in all the existing CBmod games for tips.

I will also check the game forum regularily to answer any questions you may have.

Suicide Junkie July 8th, 2005 11:48 AM

Re: Carrier Battles Mod
 
I've finally realized how the Repair priorities work http://forum.shrapnelgames.com/images/smilies/laugh.gif

And, to celebrate, I've updated v1.3 with bonus default ship strategies, and a repair priorities system stupendously better than the last version.

Captain Kwok July 8th, 2005 12:09 PM

Re: Carrier Battles Mod
 
Perhaps you can enlighten us with your new insight on repair priorities?

Suicide Junkie July 8th, 2005 12:34 PM

Re: Carrier Battles Mod
 
Well, firstly, it is not intended to be a sorted priority list.

The stuff on the right gets repaired before the stuff on the left... other than that its in order of placement on the ship.

I got lazy in one of my games, leaving some of the categories unprioritized, and later realized a ship was getting fixed out of order.

douglas July 8th, 2005 12:54 PM

Re: Carrier Battles Mod
 
Are you sure about that? My tests from a while back were pretty conclusive that the order of ships that get repaired is by ship ID, which is coincidentally the same order ships are listed in the fleet transfer screen. I didn't specifically test it, but I seem to recall some instances from PBW games that indicate that the repair priorities list really is a sorted priority list and it is followed for the order of components repaired within a ship. I'd go ahead and test that now, but I don't have SEIV on my work computer.

Suicide Junkie July 8th, 2005 04:11 PM

Re: Carrier Battles Mod
 
That was my original assumption, but ships were always being repaired from first component to last component until I stopped adding all of the component types to the repair priority list.

Suicide Junkie July 9th, 2005 04:02 PM

Re: Carrier Battles Mod
 
Another little update:

Advanced Colony tech has been fixed, and is now close to what I originally intended.

Native races get the standard colony module from the start.
After research, native races get the "Advanced Colony Module", which is half price, smaller and has more cargo space built in.
After research, non-natives get a "Primitive Colony Module", which is bigger, more expensive and has less built-in space.

Colonel July 10th, 2005 12:53 AM

Re: Carrier Battles Mod
 
This is great mod great job SJ, just thought Id say that

Suicide Junkie July 11th, 2005 02:37 AM

Re: Carrier Battles Mod
 
Thanks, Colonel http://forum.shrapnelgames.com/images/smilies/happy.gif


And hey, Everybody!
The PBW Carrier Battles Newbie game is still open.

If you haven't played CBmod online yet, this is the perfect chance to try!

Suicide Junkie July 14th, 2005 03:10 AM

Re: Carrier Battles Mod
 
There is only one last spot available in the Carrier Battles Newbie game!

Suicide Junkie July 27th, 2005 09:32 PM

Re: Carrier Battles Mod
 
Golden Opportunity!

We have had a slot open up in the CarrierBattles #6 game due to real life issues.

The empire is solidly in *FIRST PLACE*, with the most ships, the most units, and an empire almost twice the size of the other players.

Suicide Junkie August 2nd, 2005 06:52 PM

Re: Carrier Battles Mod
 
Last chance to take over a 1st place empire!

Carrier Battles #6 on PBW!

Seik August 2nd, 2005 07:23 PM

Re: Carrier Battles Mod
 
I m interested but never played the CB Mod - make it sense?

Suicide Junkie August 2nd, 2005 07:45 PM

Re: Carrier Battles Mod
 
There is a lot to learn; I made the mod basically from scratch.
Perhaps you could join the CBmod newbie game as well as taking over in CB#6...

As one of the old school players, I'd say if you read over the "important!readme.txt" file http://forum.shrapnelgames.com/images/smilies/wink.gif, use the simulator a lot, and email me with any questions, you should do just fine.

Seik August 2nd, 2005 07:56 PM

Re: Carrier Battles Mod
 
Ok, I'm in ... but I ve get an error message while taking over the empire:

Error: 500
Location: /GamePlayer
Internal Servlet Error:

java.lang.IllegalArgumentException: Null filename to Game.load?
at cc.dpf.pbw.seiv.Game.load(Game.java:508)
at cc.dpf.pbw.servlet.seiv.GamePlayer.processRequest( GamePlayer.java:276)
at cc.dpf.pbw.servlet.seiv.GamePlayer.doGet(GamePlaye r.java:339)
at javax.servlet.http.HttpServlet.service(HttpServlet .java:740)
at javax.servlet.http.HttpServlet.service(HttpServlet .java:853)
at org.apache.tomcat.core.ServletWrapper.doService(Se rvletWrapper.java:405)
at org.apache.tomcat.core.Handler.service(Handler.jav a:287)
at org.apache.tomcat.core.ServletWrapper.service(Serv letWrapper.java:372)
at org.apache.tomcat.core.ContextManager.internalServ ice(ContextManager.java:797)
at org.apache.tomcat.core.ContextManager.service(Cont extManager.java:743)
at org.apache.tomcat.service.connector.Ajp13Connectio nHandler.processConnection(Ajp13ConnectionHandler. java:160)
at org.apache.tomcat.service.TcpWorkerThread.runIt(Po olTcpEndpoint.java:416)
at org.apache.tomcat.util.ThreadPool$ControlRunnable. run(ThreadPool.java:501)
at java.lang.Thread.run(Thread.java:484)



Any ideas?

Fyron August 2nd, 2005 08:02 PM

Re: Carrier Battles Mod
 
Use the "text" mode of PBW to join games. PBW was only coded for Internet Exploder bugs, so it has features that do not work well in standards-compliant browsers. The "graphics" mode tends to have more issues than the "text" mode. The problems are mostly involved with the functions that control players joining and leaving games.


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