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  #1  
Old February 17th, 2005, 05:37 PM
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Default Re: Carrier Battles Mod

In reality is all you would need would be one AI, that uses the basic functions of the mod, and then to tweak it for each race. You know, I have about an hour that I was planning on spending watching BSG, but I think I might work on an AI for your mod. I'll post whatever I come up with.
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  #2  
Old February 17th, 2005, 06:24 PM
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Default Re: Carrier Battles Mod

SJ: I have started modding the AI, but ran into a problem. All of the missiles occupy the same weapon family number.

Secondly: I am still at it, but I can't seem to get the AI to build carriers for some reason. I'll let you know if I come up with something.
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  #3  
Old February 18th, 2005, 01:40 AM
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Default Re: Carrier Battles Mod

Oh, coolness.

Just tell me what you need tweaked to help the AI, and I'll get it going.
Unique weapon families coming right up!

---

http://imagemodserver.mine.nu/other/...tles_alpha.zip
Updated with unique weapon numbers, plus the Test1 savegame has a nice set of pre-made designs to play with.
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  #4  
Old February 19th, 2005, 11:24 AM

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Default Re: Carrier Battles Mod

Was just checking this out.

The Heavy Carrier class is using the wrong ship image. Using a Light Carrier instead of a Heavy Carrier

I'll report any other mix-ups I notice
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  #5  
Old February 19th, 2005, 04:13 PM
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Default Re: Carrier Battles Mod

Updated.
http://imagemodserver.mine.nu/other/...tles_alpha.zip

- Fixed heavy carrier pic
- Tweaked support ship image use towards bigger, cooler hulls.
- Reduced fighter weapon damage by 50%
- Decreased fighter hitpoints
- Teched out the missile trees.
- Reduced missile speeds at the low-tech end.
- Added -1 speed to external-mount missiles.
- Added a "Launch figthers in groups of 3" strategy. The strategy editor dosen't allow you to select groups of three, but you can copy this entry if you want them.

Support ships now stand a better chance of survival against small fleets of fighters. With decent shielding and small weapon mounts, your support ships should be able to survive for a little while in fighter-infested territory.

Appropriately used, the launch-3 strategy can cause some havok. Cluster missiles will be horribly inefficient against such tiny groups, thus discouraging their use. With fewer cluster missiles around, your larger groups will be able to survive, and can penetrate capital ship shielding with thier combined firepower.
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  #6  
Old February 20th, 2005, 12:50 PM
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Default Re: Carrier Battles Mod

The posted zip has been updated again.

You will need the imagemod CombatPack v11, which has also been updated with 25 new beam animations.

- New planetsizes. Adjusted domed/breathable stats. Micro moons added. Random colonies will now have +50% to population limit or -20% (approx) facility space.
- Added training facilities and medical facilities.
- Updated weapon animations.
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  #7  
Old February 20th, 2005, 04:07 PM
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Default Re: Carrier Battles Mod

Still no luck with the AI, I will be out of town all day, but when I get back I will spend an hour or two trying to get something working.
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