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

Suicide Junkie August 2nd, 2005 08:04 PM

Re: Carrier Battles Mod
 
I have just kicked myself from the newbie game so you can take over that spot too.

Seik August 2nd, 2005 08:27 PM

Re: Carrier Battles Mod
 
PBW-Text-version works fine - thanks for the hint!

Colonel August 3rd, 2005 02:08 AM

Re: Carrier Battles Mod
 
Hey SJ, can you post a link to the newest version of the mod, I try downloading it at PBW but the files are incompatiable. for the newbie game Im in.

Suicide Junkie August 3rd, 2005 12:11 PM

Re: Carrier Battles Mod
 
Use these files for the current turn of CBng #1:
http://imagemodserver.mine.nu/other/....3b_newbie.zip

PBW had a wierd half-version when it processed, but it will be fixed by next turn.

Colonel August 3rd, 2005 08:54 PM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
Use these files for the current turn of CBng #1:
http://imagemodserver.mine.nu/other/....3b_newbie.zip

PBW had a wierd half-version when it processed, but it will be fixed by next turn.

Whatever is wrong with it is still messed up, everytime I get a new turn, the files are incompatabile

Suicide Junkie August 4th, 2005 01:15 AM

Re: Carrier Battles Mod
 
You needed those files for the last turn only.
PBW and the game have been updated to use the latest version, which has some bugfixes.

For the forseeable future, the game will be running on the latest version; these files here:
http://seiv.pbw.cc/Download/filelib/...lesv1.3bR2.zip

Kana August 4th, 2005 05:41 AM

Re: Carrier Battles Mod
 
Speaking of games whats the holdup in CB#2...? Not that I'm actually complaining...just curious...

Kana

Zaamon August 4th, 2005 05:58 AM

Re: Carrier Battles Mod
 
Cannot download. File not found.
Ok. Just found what was incorrest. You must login first. So direct libnks may not work.

Suicide Junkie August 4th, 2005 10:39 AM

Re: Carrier Battles Mod
 
Quote:

Kana said:
Speaking of games whats the holdup in CB#2...? Not that I'm actually complaining...just curious...

Kana

Puke seems to have dissapeared off the face of the planet.
I know he occasionally has RealLife rudely intrude into his gaming time, but this is the longest he's been gone, and I haven't been able to get in touch with him yet.

I'd have temporarily taken over his empire, except for the fact that I'm in the game already http://forum.shrapnelgames.com/images/smilies/wink.gif

-

Speaking of which, it is about time to open up the replacement position to anybody who wants it:

Puke's Empire is in Excellent Position!
- 2nd place in ships
- 1st place in units and bases
- Allied with everyone he isn't dominating in what is basically a protectorate. (Of course, most of the galaxy has trade alliances with everybody else... we're a bunch of crazy Xenophiliacs http://forum.shrapnelgames.com/images/smilies/wink.gif )
- Disposable Society! Double build rate, double maintenance, no repairs. (This means you can lose your entire navy, and rebuild it from scratch a couple times a year!)
- Colonies across half the galaxy! Combined with the disposable society, you have the unique ability to raise an fleet of scary size anywhere in the galaxy on very short notice.

Fyron August 4th, 2005 11:20 AM

Re: Carrier Battles Mod
 
Quote:

Zaamon said:
Cannot download. File not found.
Ok. Just found what was incorrest. You must login first. So direct libnks may not work.

If you do not log out of PBW and leave the cookie there, you can use direct links without trouble. Otherwise, they do not work.

Seik August 4th, 2005 06:55 PM

Re: Carrier Battles Mod
 
I don't know why but that does not work for me!

- I'm logged in (PBW)
- opening another tab and paste the link = ERROR
- using the same (PBW) tab and paste the link = ERROR

Where is my mistake?

EDIT:
<font color="red"> Found the problem! </font>
It's a browser problem. I've tried it again with the Internet Explorer ... and it worked!
Normally I'm using Mozilla Firefox and that's the problem. *gnarf* http://forum.shrapnelgames.com/images/smilies/fear.gif

Suicide Junkie August 4th, 2005 06:56 PM

Re: Carrier Battles Mod
 
Well, you can always go and browse the PBW mod library manually, or visit imagemodserver:
http://imagemodserver.mine.nu/other/...arrierBattles/

Fyron August 4th, 2005 07:02 PM

Re: Carrier Battles Mod
 
PBW was designed for Internet Exploder bugs. The "text" mode tends to work better in standards-compliant browsers.

Seik August 4th, 2005 07:03 PM

Re: Carrier Battles Mod
 
That's true.

But I thought that I'm damned to stupid to use that links ... *pfuh* http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie August 4th, 2005 08:07 PM

Re: Carrier Battles Mod
 
Mozilla Firefox seems to be bad for these kinds of things.

Non-firefox mozilla stuff works fine, as do most random browsers.

Zaamon August 5th, 2005 06:08 AM

Re: Carrier Battles Mod
 
I get it work with firefox.

Seik August 5th, 2005 07:26 AM

Re: Carrier Battles Mod
 
How?

Suicide Junkie August 9th, 2005 03:20 PM

Re: Carrier Battles Mod
 
Does anybody want to replace Puke in CB#2?

Empire details (recap):
- Strong stats; first in units and bases, second in ships.
- Essentially allied with everyone at the moment.
- Colonies all over the galaxy. Easily the largest empire.
- Strong Core Defenses. The vulnerability of the wide ranging colonies is unknown, but his core worlds are well protected by vast WP satellite networks.
- The empire is a Disposable Society. That means double build rate, so if you screw up a design you can replace it with a fixed design almost instantly.
- *NOT* at war with the mod's creator http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie August 11th, 2005 11:50 PM

Re: Carrier Battles Mod
 
This position has been filled, thank you.

Carrier Battles #8 (competitive) has 4 positions left to fill before starting

Carrier Battles Newbie Game #2 (practice) has 4 positions left as well. Only players who have not yet started a CB on PBW are allowed.

Atrocities August 12th, 2005 03:07 AM

Re: Carrier Battles Mod
 
This mod should be listed as EXPERT only. The learning curve is quite steep. http://forum.shrapnelgames.com/images/smilies/happy.gif

Seik August 12th, 2005 12:03 PM

Re: Carrier Battles Mod
 
http://forum.shrapnelgames.com/images/smilies/wink.gif

Yes, it's incredible what SJ did with our good old SE4! http://forum.shrapnelgames.com/images/smilies/laugh.gif Nearly everything has changed, strategies developed over years will not function in his universe.
But I really like what I saw so far!

Kana August 12th, 2005 06:58 PM

Re: Carrier Battles Mod
 
Bug Report

Version 1.0f

Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...

Kana

Will August 12th, 2005 07:38 PM

Re: Carrier Battles Mod
 
Yeah, CBM looks very interesting. It's kinda stripped down, except with the propulsion, projectile weapon, and missile areas. And I've barely scratched the surface with the few hours I spent going over Puke's spot.

I kinda get the feeling that his/my empire won't be the biggest once the fighting starts. Definitely gonna take some getting used to... especially since I haven't played against a human since... version circa 0.6x. http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Suicide Junkie August 12th, 2005 07:44 PM

Re: Carrier Battles Mod
 
Quote:

Kana said:
Bug Report
...
Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...

Yep. Looks like another full round of mod updates for Eorg to install http://forum.shrapnelgames.com/images/smilies/laugh.gif

Fyron August 20th, 2005 07:56 PM

Re: Carrier Battles Mod
 
Have you actually tested the pollution setup? I have seen no decrease in conditions after several hundred turns. I increased the settings to -10 on the facilities, no change. -100, no change. -300, no change.

Suicide Junkie August 21st, 2005 09:21 PM

Re: Carrier Battles Mod
 
Bah, that sucks.
I thought it worked... http://forum.shrapnelgames.com/images/smilies/frown.gif

Suicide Junkie September 22nd, 2005 03:14 AM

Re: Carrier Battles Mod
 
1 Attachment(s)
Attached is a UI update for any version of CBmod (extract to the CBmod folder, not the SE4 folder)

Tell me what you think!

Emperor's Child September 22nd, 2005 09:10 AM

Re: Carrier Battles Mod
 
I saw a few bugs when looking over the CB files (v1.3):

In the intel projects file:

Order Snafu (80% stealth) is set only to read the first of the 5 target message lines. Recommend changing the number target messages value to 5.

I also thought that the large cargo bomb should be detected since you get the 100% stealth small cargo bomb at the same level. Seemed out of sequence to me.

In the vehicle size file:

The battlefortress has the ability "combat to hit defense minus" entered twice, one at 50%, the other at 40%. I’m pretty sure that one of those should have been a combat to hit offence plus since the battle fortress does not have any defined, but the 2 small fortresses do have this.

Suicide Junkie September 23rd, 2005 02:37 AM

Re: Carrier Battles Mod
 
Fixed.

Time to make more work for Eorg http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities September 23rd, 2005 04:31 AM

Re: Carrier Battles Mod
 
I want more. I want super powerful carriers that are hard to kill. I want carriers to become the center of the fleet and fighters the focus. I want my fighters to be like real world fighter in that they are a weapon platform and the carrier is their home. Carriers are easy to kill in SEIV but in RL they are a ***** to take out. I want more.

Emperor's Child September 23rd, 2005 10:07 AM

Re: Carrier Battles Mod
 
AMEN!

I do wish that either the CB for newbies #2 or the CB #8 would kick off... I've been noodling through the files for some time now and want to take a crack at this mod.

Suicide Junkie September 23rd, 2005 04:33 PM

Re: Carrier Battles Mod
 
I'm going to start booting people who don't upload their EMPs in order to make room for those who are more serious about this.

CB#8 has four players at the moment.
Its enough for a small game, but it would be nice to have enough players to form multiple alliances. Now's your chance to join.

---

Atrocities:
Carriers are quite difficult to kill, particularily if you devote the appropriate tonnage to a good ratio of shields and armor.
Although when empty, a carrier is barely worth its tonnage in warships and can be easily overwhelmed, its fighters can be designed to make up for all of its deficiencies (point defense, mainly, but sheer firepower is good too).

The only thing a carrier and its fighters are not so good at, is missile bombardment. For the best bombardments, you want a constant stream of missiles with which to saturate the enemy ranks and avoid too much overkill.

A carrier which has lost its fighter complement has been essentially neutered. Unless its fighters dealt severe damage to the enemy before dying, the carrier dosen't stand a chance. It can certainly take hits, and may dish out enough damage to finish cripples, but its cargo bays are now empty, and support weapons should not have been a high priority.
Support weapons are for support ships.
Carrier weapons are the cargo bays http://forum.shrapnelgames.com/images/smilies/wink.gif

---

PS:
Perhaps I should make a graphical "Fighters 201: Design and Strategy" and post it up on imagemodserver.

Suicide Junkie September 28th, 2005 09:33 PM

Re: Carrier Battles Mod
 
School's Open!
http://imagemodserver.mine.nu/other/...CBmodTutorial/

Emperor's Child September 28th, 2005 10:35 PM

Re: Carrier Battles Mod
 
I've found two show-stopping bugs in CB1.3D. It turns out that now that the Order Snafu (80%) is using all of the message lines an old typo is now coming to light. There are two lines named Message title 3, and this hangs the mod when it loads. If you change the second one to Message title 4, it loads correctly.

The second bug is a typo in the Battle fortress area of the vehicle text file. The "Combat To Hit Offence Plus" line needs to change offenCe to offenSe.

Once those changes are made the game loads.

Suicide Junkie September 29th, 2005 01:18 AM

Re: Carrier Battles Mod
 
The files have already been fixed and updated on PBW.
Thanks!

PS:
New courses at CBschool:
FIG 340 : Bomber Design
FIG 380 : Interceptor Design

Emperor's Child September 29th, 2005 10:41 AM

Re: Carrier Battles Mod
 
Those are great courses! Nice info to consider, and some unique insights I hadn't thought about.

Slick September 29th, 2005 01:49 PM

Re: Carrier Battles Mod
 
I think I'll try this mod. It looks very well done and polished. Questions (sorry I haven't read the entire thread yet; working on it):

By assigning different strategies, can different carriers have different fighter launch stack sizes? (after the battle, the ships would have to redistribute their respective fighters since fighters won't necessarily return to the ship that launched them)

How important are non-carrier hulls in this mod?

Do drones have any differences in this mod? Are there any advantages to using drones over fighters?

Atrocities September 29th, 2005 01:56 PM

Re: Carrier Battles Mod
 
It has a steep learning curver that might turn off some players but otherwise is an excellent mod. http://forum.shrapnelgames.com/images/smilies/happy.gif A solid 10/10

Emperor's Child September 29th, 2005 04:25 PM

Re: Carrier Battles Mod
 
Slick, You ought to jump in on the PBW Carrier battles for Newbies, one slot left for us new guys learning the mod. CB #8 is filling up too, you could be in both, the newbies game according to SJ will go rather quickly, so you could do it parallel with CB#8 and not suffer in the latter.

Suicide Junkie September 29th, 2005 04:42 PM

Re: Carrier Battles Mod
 
Quote:

Slick said:
I think I'll try this mod. It looks very well done and polished. Questions (sorry I haven't read the entire thread yet; working on it):

By assigning different strategies, can different carriers have different fighter launch stack sizes? (after the battle, the ships would have to redistribute their respective fighters since fighters won't necessarily return to the ship that launched them)

How important are non-carrier hulls in this mod?

Do drones have any differences in this mod? Are there any advantages to using drones over fighters?

Ah, questions http://forum.shrapnelgames.com/images/smilies/happy.gif

1) Yes! Launch groups depend completely on the carrier's (or fleet's if you are not breaking formation) strategy.
The DEFAULTS have been set to launch in groups of 3.
Three is not an option in game, so if you ever change the strategy, you can't change it back. (5 is the minimum the game will let you change it to)

2) Carriers should take their fighters back in the same order and distribution they launched them in I think. I haven't tested it, but you will often leave combat with three half-filled carriers.

3) Non carrier hulls provide a lot of the flavour. Point defense, assault, missile tugs, transports, even micro-carriers.
Carriers are usually quite tough, and can have some support weapons, but they typically provide the variety vicariously through the mix of fighters they carry.
You need mixed fleets in order to do well. Some bombardment, some assault, some PD and lots of interceptors, dogfighters and bombers to fill in the gaps.

4) Drones do not exist as such.
The only hull types used are Ship, Fighter and Troop.
Satellites are available, but use the ship hull so that they require repairs and resupply after combat.
Mines do not exist; its honourable, stand up fights all around. Satellites fill the role of blocking warppoints.

5) Mixed use is the key here.
Ships need both shields and armor to minimize damage.
Short-range, long-range, ammo-using and energy-based direct fire weapons all have their niches. Mounts from 20mm antimissile popguns to 100mm shield-busting howitzers.
A wide variety of missiles are also available; everything from planetary bombardment beasts, to itty bitty anti-missile missiles (SE4 deluxe only http://forum.shrapnelgames.com/images/smilies/wink.gif) CSMs, multipurpose, antifighter, cluster missiles fill out the middle.

Suicide Junkie October 20th, 2005 11:31 PM

Re: Carrier Battles Mod
 
We will soon have a course taught by Ekolis.

Sometime this weekend, I will get out of this zombie state that two weeks of solid overtime work has driven me into...
Then I will be reorganizing the course list and uploading the new stuff!

In other news, "Carrier Battles Mod #8" on PBW will be starting this weekend as well.
This is your last chance to sign up. Have your EMPire file ready.

Atrocities October 21st, 2005 12:36 AM

Re: Carrier Battles Mod
 
Hey SJ, Lets end the CB game that I am participating in. There are only 2 or 3 players and to be honest, I have no ships, and am just researching. When I design ships they say they have movment, so I build them. They are built, but have no movement. It is just an excersize in frustration for me now.

Suicide Junkie October 21st, 2005 03:15 AM

Re: Carrier Battles Mod
 
See: SHP 200: Principles of StarShip Design. (Chapter 3 - Propulsion Systems)
You did not put any/enough engines on your ships.

Drive Reactors are *NOT* engines. They only provide bonus movement, and you need at least one movement point worth of engine ports in order for the reactor to help.


We talked about this on email back in August, but that was a long time ago.

PS:
In that game, there are two huge empires, and two tiny ones.
I think I should suggest that the big empires partnership with their adjacent small empire. Should keep the game balanced, and let you try out some combined-fleet co-op action.

Atrocities October 21st, 2005 04:18 PM

Re: Carrier Battles Mod
 
I have no fleet. I cannot colonize. The largest ship I can make has no room for anything once engines are added.

Will October 21st, 2005 04:22 PM

Re: Carrier Battles Mod
 
AT: Be sure to use the "Small Ship Reactor" mount for the non-carrier ships. That frees up quite a bit of space.

Atrocities October 21st, 2005 04:42 PM

Re: Carrier Battles Mod
 
My problem is that I never took the time to play the mod to the degree that I know what in the hell I am doing. http://forum.shrapnelgames.com/images/smilies/laugh.gif

The mod is not for new players of SEIV that is for sure. It is one of the most complex comprehensive mods I have seen since Adamant. Job well done SJ.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie October 21st, 2005 07:03 PM

Re: Carrier Battles Mod
 
You only need one MP worth of engines, but two is good.
The engines should take up only about 10% of your space per movement point.

cshank2 October 22nd, 2005 12:24 AM

Re: Carrier Battles Mod
 
I want to try this so bad, but alas, I have no idea how to work PBW. Oh well. (Plus, I like to play my games at my own pace of 15 turns an hour http://forum.shrapnelgames.com/image...ies/tongue.gif)



Edit: Changed Minutes to Turns... like it was supposed to be... before the sleep elves changed it... yeah.

Suicide Junkie October 22nd, 2005 03:30 AM

Re: Carrier Battles Mod
 
Once you have an account, log in.

In graphics mode, you can mouse-over all the buttons to see what they do (text appears on the right)

Click the "attack" icon to go to the games screen. By default you see your current games, colour coded by status.
Click the fleet icons to view "open games" or "all games", and then choose one from the left.

When you see a game you like, select it by clicking, and then click the resupply-at-nearest lightning bolt to join.

During the game, you use the cargo-load and cargo-drop to upload your turns (and empire file) or download the next turn.

Suicide Junkie November 6th, 2005 10:24 PM

Re: Carrier Battles Mod
 
The Carrier Battles Page on imagemodserver has been updated.
Nifty new stuff!

http://imagemodserver.mine.nu/other/...arrierBattles/


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