.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 23rd, 2005, 10:07 AM

Emperor's Child Emperor's Child is offline
Sergeant
 
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor's Child is on a distinguished road
Default Re: Carrier Battles Mod

AMEN!

I do wish that either the CB for newbies #2 or the CB #8 would kick off... I've been noodling through the files for some time now and want to take a crack at this mod.
__________________
Emperor's Child
Reply With Quote
  #2  
Old September 23rd, 2005, 04:33 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Carrier Battles Mod

I'm going to start booting people who don't upload their EMPs in order to make room for those who are more serious about this.

CB#8 has four players at the moment.
Its enough for a small game, but it would be nice to have enough players to form multiple alliances. Now's your chance to join.

---

Atrocities:
Carriers are quite difficult to kill, particularily if you devote the appropriate tonnage to a good ratio of shields and armor.
Although when empty, a carrier is barely worth its tonnage in warships and can be easily overwhelmed, its fighters can be designed to make up for all of its deficiencies (point defense, mainly, but sheer firepower is good too).

The only thing a carrier and its fighters are not so good at, is missile bombardment. For the best bombardments, you want a constant stream of missiles with which to saturate the enemy ranks and avoid too much overkill.

A carrier which has lost its fighter complement has been essentially neutered. Unless its fighters dealt severe damage to the enemy before dying, the carrier dosen't stand a chance. It can certainly take hits, and may dish out enough damage to finish cripples, but its cargo bays are now empty, and support weapons should not have been a high priority.
Support weapons are for support ships.
Carrier weapons are the cargo bays

---

PS:
Perhaps I should make a graphical "Fighters 201: Design and Strategy" and post it up on imagemodserver.
Reply With Quote
  #3  
Old September 28th, 2005, 09:33 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Carrier Battles Mod

School's Open!
http://imagemodserver.mine.nu/other/...CBmodTutorial/
Reply With Quote
  #4  
Old September 28th, 2005, 10:35 PM

Emperor's Child Emperor's Child is offline
Sergeant
 
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor's Child is on a distinguished road
Default Re: Carrier Battles Mod

I've found two show-stopping bugs in CB1.3D. It turns out that now that the Order Snafu (80%) is using all of the message lines an old typo is now coming to light. There are two lines named Message title 3, and this hangs the mod when it loads. If you change the second one to Message title 4, it loads correctly.

The second bug is a typo in the Battle fortress area of the vehicle text file. The "Combat To Hit Offence Plus" line needs to change offenCe to offenSe.

Once those changes are made the game loads.
__________________
Emperor's Child
Reply With Quote
  #5  
Old September 29th, 2005, 01:18 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Carrier Battles Mod

The files have already been fixed and updated on PBW.
Thanks!

PS:
New courses at CBschool:
FIG 340 : Bomber Design
FIG 380 : Interceptor Design
Reply With Quote
  #6  
Old September 29th, 2005, 10:41 AM

Emperor's Child Emperor's Child is offline
Sergeant
 
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor's Child is on a distinguished road
Default Re: Carrier Battles Mod

Those are great courses! Nice info to consider, and some unique insights I hadn't thought about.
__________________
Emperor's Child
Reply With Quote
  #7  
Old September 29th, 2005, 01:49 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Carrier Battles Mod

I think I'll try this mod. It looks very well done and polished. Questions (sorry I haven't read the entire thread yet; working on it):

By assigning different strategies, can different carriers have different fighter launch stack sizes? (after the battle, the ships would have to redistribute their respective fighters since fighters won't necessarily return to the ship that launched them)

How important are non-carrier hulls in this mod?

Do drones have any differences in this mod? Are there any advantages to using drones over fighters?
__________________
Slick.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:55 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.