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March 20th, 2006, 05:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
And, now, here we have an update!
Download, play, and let me know if there are any small bugs before I upload it to PBW and start the CB AI Safari game.
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March 20th, 2006, 09:13 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
Oops.
THIS version has been whacked with the shovel of QA.
(And is now obsolete)
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March 27th, 2006, 01:18 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
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July 10th, 2006, 08:11 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
http://www.shrapnelcommunity.com/thr...?Number=434007
It has been a while, but v1.6 is now ready for PBW games.
It features:
- Support for JunkyardWars style games (No research, lots of normal tech ruins)
- Unique ruins tech to discover.
- Allows ring and sphereworlds to be placed using the map editor.
- Allows more flexible tech disabling, including separate toggles for Plague Intel and Sabotage intel (as separate from the information gathering)
- Efficient workers tweaked; -50% to research
- Explosive/Nuclear missile reload rates increased to balance damage factor.
- Planetary Bombardment missile damage reduced drastically.
- New intro screen
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July 11th, 2006, 10:13 AM
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Sergeant
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Join Date: Apr 2004
Posts: 202
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Re: Carrier Battles Mod
Awesome SJ - I've thoroughly enjoyed CBMod. It has renewed my se4 lust. It withered for a while when JLS disappeared and AIC updates stopped... mainly because vanilla AI is just horrible.
So... thanks for the next installment!
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July 11th, 2006, 12:16 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Carrier Battles Mod
Hmm... those first 2 options make me wonder, should I not have picked the two scavenger traits in the LOTR game?
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July 11th, 2006, 07:47 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
Yes and no...
If you choose the major trait, the minor one is redundant and a waste of points.
No traits gets you nerfed versions of the ruins tech when you colonize the ruins.
Scavengers gets you regular ruins tech.
Xenoachaeologists gets you beefy versions of the ruins tech.
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July 11th, 2006, 07:57 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Carrier Battles Mod
Oh, OK... I'll redo my empire file taking only one of the traits then! Thanks! Though perhaps you should clarify that in future versions / to the other players...
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