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May 3rd, 2005, 04:49 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
Anything other than a v1.0 would break the savegames.
Reactor level 5 gives you a speed 3 engine (hence the roman III for the component)
To distinguish the level 6 (which is only cheaper) from the level 5, I added the X.
So its an X-tra cheap version of the speed III engine. 
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May 5th, 2005, 04:21 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Carrier Battles Mod
Carrier Battles #5 is now open for players on PBW!
Everybody who missed out on the last four, now's your chance!
PS:
Spots are going fast; 50% sold out!
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May 6th, 2005, 12:33 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Carrier Battles Mod
So break the save games and start a new PBW game. 
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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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May 6th, 2005, 12:51 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Carrier Battles Mod
That's Carrier Battles #5 
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May 6th, 2005, 12:54 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
That's Carrier Battles #5
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See, great minds do think alike. 
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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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May 7th, 2005, 12:57 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
One last slot available in Carrier Battles #5.
We will be starting it very soon.
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July 8th, 2005, 12:54 PM
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Major
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Re: Carrier Battles Mod
Are you sure about that? My tests from a while back were pretty conclusive that the order of ships that get repaired is by ship ID, which is coincidentally the same order ships are listed in the fleet transfer screen. I didn't specifically test it, but I seem to recall some instances from PBW games that indicate that the repair priorities list really is a sorted priority list and it is followed for the order of components repaired within a ship. I'd go ahead and test that now, but I don't have SEIV on my work computer.
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July 8th, 2005, 04:11 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
That was my original assumption, but ships were always being repaired from first component to last component until I stopped adding all of the component types to the repair priority list.
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July 9th, 2005, 04:02 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Another little update:
Advanced Colony tech has been fixed, and is now close to what I originally intended.
Native races get the standard colony module from the start.
After research, native races get the "Advanced Colony Module", which is half price, smaller and has more cargo space built in.
After research, non-natives get a "Primitive Colony Module", which is bigger, more expensive and has less built-in space.
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July 10th, 2005, 12:53 AM
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Sergeant
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Re: Carrier Battles Mod
This is great mod great job SJ, just thought Id say that
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