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  #1  
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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  #2  
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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  #3  
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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  #4  
Old February 21st, 2005, 03:51 AM
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Default Re: Carrier Battles Mod

SJ, found some stuff, don't know if bugs or whatever

1st, built DD (150) and ftr, in design, does not show attack, defense, fighter etc, only Boarding ship, Space yard, heavy Bomber, civil defense base and elite troop. so unable to give them right type of design, or doesn't it matter ?

2nd built Basic ftr. shows I have to have 5% cargo, only thing listed is supply pod, I put l on and warning went away, then after I put the cockpit etc on, l ftr combat drive X, 1 arm, 1 shield, there was only 5kt left, no room for weapon. So I took off armor and shield, left enough only for the em capital missle which only fires once. no other weapon listed small enough to be put on the ftr. other then the em missles, everything else was listed at 50-150, ftrs to small for that cost.

3rd. Built DD (150), only weapons it was capable of using were missles after you put armor and shields on it. All the beam weapons other then missles, were in the 50-100 range. to big for the DD. Is this supposed to be this way.? If you strip everything off the DD, you might get 1 or 2 beam weapons only, no room for anything else.

example; DD built, had 2 arm, 2 shields, 1 anti missle missle, l anti ftr cluster missle, l anti ftr missle, 1 cap ital missle. no room for beam weapon you could eliminate some and maybe put a DUC on it, but eveything else 100-150 again don't know if this is the way its supposed to be.
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  #5  
Old February 22nd, 2005, 01:44 AM
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Default Re: Carrier Battles Mod

Use mounts for fighter weapons.
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  #6  
Old February 22nd, 2005, 07:03 PM
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Default Re: Carrier Battles Mod

Hi Mac.

The first one there:
You can click "add new type" when you're selecting a design type. The type names are arbitrary and have no effect on the game other than to sort your designs into handy categories when building and designing.
I have improved the default types in the latest version, though.

The rest, ZA's got it.
You have to choose a weapon mount. The guns range from 20mm to 100mm, with accuracy bonuses on the small guns, and range bonuses on the big guns.
The 20mm mount guns will cost only 1-3kt of space, so there will be plenty of room for them.
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  #7  
Old February 23rd, 2005, 01:45 AM
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Default Re: Carrier Battles Mod

Updated again. Now 150kb.

- fixed some family conflicts.
- lobotomized AI files to the point where they don't cause errors on startup. They also do not cause crashes if you hit end turn with AIs in the game.
- Split the carrier's fighterbay/cargo requirement. Fighter bays no longer count towards the cargo requirement, and the numbers have been adjusted accordingly.
- Fixed default design types. Its pickier than I thought about spacing.
- Added a fifth support ship hull size, 250kt.
- Added AI tags for handy components. List of Tags can be found at the top of components.txt, and in-game with the component ability description (description will be removed when the mod is done).
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  #8  
Old February 25th, 2005, 02:25 PM
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Default Re: Carrier Battles Mod

http://imagemodserver.mine.nu/other/...ttles_beta.zip

Updated again.
- Tweaked cluster missiles to be a little more inefficient.
- Added more facilities, including some legacy cities for the homeworlds.
- Added AI tags to the resource facilities, and extended the tree a bit.
- Added Planet Plague intel attacks.
- Enhanced existing intel projects. Some log message enhancements, plus with +2 levels in applied intel, you get a "Stealth" version of the project. This allows you to attack without the enemy knowing it was you.
- Switched to the "Active Defense" style counter-intel. Counter intel is now "destroy intel project" instead of the standard defence. Increased levels in applied intel increase the stealth factor of defense from 0% to 80% to 95% to 100% at level 4.
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