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  #1  
Old May 3rd, 2005, 04:49 PM
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Default 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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  #2  
Old May 5th, 2005, 04:21 PM
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Default 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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  #3  
Old May 6th, 2005, 12:33 AM
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Default Re: Carrier Battles Mod

So break the save games and start a new PBW game.
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  #4  
Old May 6th, 2005, 12:51 AM
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Default Re: Carrier Battles Mod

That's Carrier Battles #5
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  #5  
Old May 6th, 2005, 12:54 AM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
That's Carrier Battles #5
See, great minds do think alike.
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  #6  
Old May 7th, 2005, 12:57 AM
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Default Re: Carrier Battles Mod

One last slot available in Carrier Battles #5.

We will be starting it very soon.
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  #7  
Old July 8th, 2005, 12:54 PM
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Default 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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Old July 8th, 2005, 04:11 PM
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Default 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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Old July 9th, 2005, 04:02 PM
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Default 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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Old July 10th, 2005, 12:53 AM

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Default Re: Carrier Battles Mod

This is great mod great job SJ, just thought Id say that
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