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April 30th, 2005, 01:42 AM
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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
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 
- 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.
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April 30th, 2005, 02:23 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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.
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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?
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April 30th, 2005, 05:31 AM
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Sergeant
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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.
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"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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April 30th, 2005, 01:20 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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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.
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May 1st, 2005, 12:06 AM
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Captain
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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
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May 1st, 2005, 01:51 AM
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Shrapnel Fanatic
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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.
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May 3rd, 2005, 04:15 PM
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Captain
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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
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May 7th, 2005, 10:50 AM
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Colonel
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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.
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May 7th, 2005, 11:42 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
It does make you a little bit paranoid, yeah 
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.
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May 20th, 2005, 01:56 AM
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Shrapnel Fanatic
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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.
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