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November 11th, 2005, 07:23 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
Carrier Battles #7 is looking for a replacement player.
Turn #11;
- Probably a Berzerker empire, and from the stats, it appears to be expanding well.
The player controlling this empire dissapeared from the net just over a week ago, but the empire is doing just fine.
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November 11th, 2005, 07:45 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Carrier Battles Mod
Phantom players!
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 11th, 2005, 08:13 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Carrier Battles Mod
Phantom of the Empire!
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Sig updated to remove non-working links.
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November 11th, 2005, 11:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
The position has been filled. Thank you.
Also, an update to the CBmod School of Design.
Weapons 101 is now posted, with two classes available.
The 2pm class with Ekolis, and the 8:30am class with SJ
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November 20th, 2005, 10:18 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
As suggested by Mac on IRC, and probably others too, I've gone and come up with a new type of missile system.
The general idea is that you get to choose what to put on your missiles.
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)
Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.
I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).
Still testing, but quite nifty so far!
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November 21st, 2005, 12:52 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Carrier Battles Mod
Sweet!
Presumably the bigger, fancier missiles don't actually obsolete the lighter, quicker missiles? That would be a pain...
/me mounts a nuclear missile on a fighter and launches it at the slightly exposed reactor of a battlemoon
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The Ed draws near! What dost thou deaux?
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November 21st, 2005, 01:25 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
Indeed.
It will be 9 separate families of missile, and research will be available to improve them all (not nessesarily all 9 at once, or just 1 at a time).
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November 21st, 2005, 04:07 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)
Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.
I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).
Still testing, but quite nifty so far!
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I had ideas very similar to this for my Star Fleet Battles mod and the different Drones/Missiles that SFB has...
Very Cool...can't wait...
Kana
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November 21st, 2005, 04:15 AM
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Captain
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Join Date: Nov 2003
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Re: Carrier Battles Mod
So how many games have you guys run with this mod? Still tweaking it? Happy with it? What?
T
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Geekdom is eternal... you will be assimilated... resistance is futile.
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"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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November 21st, 2005, 01:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
I have 6 running games in my PBW list, plus another being run by someone else that I know of.
There two more that are waiting for CBdeluxe before they start.
And at least three have finished already.
The basic idea of the mod is solid, but there are balance tweaks and new features still being playtested in v1.3 version games.
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