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July 17th, 2006, 06:04 PM
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Captain
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Re: Carrier Battles Mod
Thanks, Ed Kolis. I'll check it out tonight some more.
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July 17th, 2006, 08:41 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Fighters have a similar end result, although the causes/reasons are different.
Launching fighters in groups of, say 25, will get your navy slaughtered. Covert Jaguar had to learn this the hard way 
Launching fighters in groups of three (the default), will keep you competitive in battles. For particularily large fleets (300+), where there simply aren't enough combat squares to launch in groups of three, fives or eights can be useful.
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July 17th, 2006, 11:16 PM
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Captain
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Re: Carrier Battles Mod
Has anyone noticed that with fighters in the simulator, if you have more than one fighter in a group, the second fighter won't have any supplies? Anyone know a way around that?
Also...shouldn't external racks be a one shot deal?
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July 17th, 2006, 11:37 PM
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Captain
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Re: Carrier Battles Mod
DUR
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July 17th, 2006, 11:38 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat?
It is a wide rack 
Better for gameplay using a mount, just don't pay too much attention to the description details here.
Oh, and population grows every year, rather than every month now.
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July 18th, 2006, 12:20 AM
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Captain
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat? 
It is a wide rack 
Better for gameplay using a mount, just don't pay too much attention to the description details here.
Oh, and population grows every year, rather than every month now.
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Thanks for the first part, and I FINALLY figured out the second part. Combat begins soon...YAY! I built an early mini-carrier; can't wait to get it into the fray!
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July 18th, 2006, 01:06 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Excellent!
You will probably find that early on, with small fleets, missiles are king.
As the fleets get larger, point defense ships show up, and pave the way for assault ships.
That's when things get really interesting 
The big, beefy warships with huge guns are always fun...
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July 18th, 2006, 10:16 AM
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Captain
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
Excellent!
You will probably find that early on, with small fleets, missiles are king.
As the fleets get larger, point defense ships show up, and pave the way for assault ships.
That's when things get really interesting 
The big, beefy warships with huge guns are always fun...
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Seems that my enemies already have your strategy figured out!
The good thing for me is that I have a propulsion advantage, so I can try to bait him...until my own missile ships roll off the line. And my carrier should make his life hard as well.
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July 19th, 2006, 05:11 PM
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Sergeant
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Re: Carrier Battles Mod
I'm getting an error when trying to start a new game.
Unable to load empire XXXXXXX
Where XXXXXXX is the path to a race file like Fazrah.emp
I've never used this mod before.
I loaded original SE4 v 1.60 GOLD. Updated it to 1.94. Installed ImageMod newest version. Installed 1.6 Carrier Battles.
Theoretically this is as clean as it gets!
Please help!
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