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  #1  
Old April 25th, 2005, 05:27 PM
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Default Re: Carrier Battles Mod

Superiority fighters work well as heavy fighters too, though. Especially if you are going to arm them with supply-sucking DUCs instead of the energy based Plasma Cannons.
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  #2  
Old July 12th, 2006, 03:59 AM
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Default Re: Carrier Battles Mod

SJ I am getting a lot AI_General, and Research errors popping up in v1.6.

When you changed the Racial Traits and tech area files you might have caused some collateral damage to the AI files.

Also do you mind if I work on a modified version of your mod? Just something that I wanted to play around with and if I can get it too work I would like to post it, with your permission.
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  #3  
Old July 19th, 2006, 11:40 PM

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Default Re: Carrier Battles Mod

I, too, am getting lots of error messages for the missing solid shields research...

Quote:
Atrocities said:
SJ I am getting a lot AI_General, and Research errors popping up in v1.6.

When you changed the Racial Traits and tech area files you might have caused some collateral damage to the AI files.

Also do you mind if I work on a modified version of your mod? Just something that I wanted to play around with and if I can get it too work I would like to post it, with your permission.
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  #4  
Old July 20th, 2006, 12:33 AM
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Default Re: Carrier Battles Mod

Quote:
dumbluck said:
I, too, am getting lots of error messages for the missing solid shields research...

Quote:
Atrocities said:
SJ I am getting a lot AI_General, and Research errors popping up in v1.6.

When you changed the Racial Traits and tech area files you might have caused some collateral damage to the AI files.

Also do you mind if I work on a modified version of your mod? Just something that I wanted to play around with and if I can get it too work I would like to post it, with your permission.

Grrrrrrrrrrr............

Me three
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  #5  
Old July 20th, 2006, 01:16 AM
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Default Re: Carrier Battles Mod

Do you mean Atrocities' races?

If so, I posted this link in his thread, including the mod, the AIs, and the nessesary tweaks.
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  #6  
Old July 21st, 2006, 03:22 AM
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Default Re: Carrier Battles Mod

Not with just AT's races, but some of the others too.
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  #7  
Old July 12th, 2006, 04:05 AM
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Default Re: Carrier Battles Mod

I also found a spacing error in the components file right above Steel Armor Plating.

The missing Tech Area tech is Solid Shields.

The missing Racial Trait is Hardy Industrialists.
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  #8  
Old July 12th, 2006, 04:59 AM
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Default Re: Carrier Battles Mod

I wanted to try out that Subspace idea I had and your mod seemed like the best way to go.

This is what I have done. (I have not updated the research file yet, but I will)

Added Two New Racial Traits:
Subspace Warfare Tech Area 100
Description: Technology that allows ships to slip into subspace thus rendering them nearly invisible.

Electronic Warfare Tech Area 101
Description: Gives technology that can detect ships hidding in subspace.

Added Two New Technologies
Subspace Warfare Max Lv 3

Electronic Warfare Max Lv 3 (Requires Automation Lv 6)

Added Three New Hulls
Subspace Attack Ship
Description: Fast attack subspace ship.

Subspace ISBM Carrier
Description: Slower moving ship that can carry Inter-Stellar Ballistic Missile

ISBM
Description: Inter-Stellar Ballistic Missile

Added New Components:
Phalanx Torpedo I - III Skips Shields and Armor
Description: A devastating powerful torpedo used by subspace ships against other ships.
NOTE: Require a mount. Has a reload rate of 3, Restriction of 4 per ship, and is exclusive to the subspace ships

ISBM Launcher
Description: Launches ISBM's into space
NOTE: Cargo of 100kt (Enough for 1 ISBM)

ISBM Guidance System

ISBM Engine

ISBM Warhead I - III
Description: Large nuclear warhead which will cause massive damage when it hits an enemy planet.
NOTE: Dam 500, 700, 1000 at range 1 only
SUB NOTE: ISBM can only have one warhead.

Electronic Sensors
Description: Advanced sensors which scans all electro-magnetic bands to detect ships hidden ships in subspace.
NOTE: Requires mount. Only a Destroyer can use it. Can detect Lv 6 EM.

Subspace Charge I - III Skips Armor
Description: Subspace charges are used against ships hidden in subspace. They can also damage ships in normal space.
NOTE: Reload rate 2, damage 25,25,25 - 25,25,25,25 - 25,25,25,25,25, Requires Mount and can only be mounted on a Destroyer

Added New Mounts:
Phalanx Torpedo Mount
Description: Mount scales Phalanx Torpedo for use with Subspace Attach Ship

Phalanx Torpedo Mount
Description: Mount scales Phalanx Torpedo for use with Subspace ISBM Carrier

ISBM Launcher Mount
Description: Mount scales ISBM Launcher to fit on Subspace ISBM Carrier.

Electronic Sensors Mount
Description: Mount scales Electronic Sensors component to fit onto a Destroyer hull.

Subspace Charge Mount
Description: Mount scales Subspace Charge to fit onto a Destroyer hull.
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  #9  
Old July 12th, 2006, 08:34 AM
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Default Re: Carrier Battles Mod

1) Yeah, that's why I updated the links, and solid shields were intentionally removed.

2) Since you're gonna have the ISBMs, you should probably remove the PBMs, or change them into warheads for the ISBMs.

3) Armor skipping weapons won't do much. They act more like shield skipping weapons, since the mod uses leaky shields and armor.

4) Once you've got the basics working, I suggest cranking the number of stealth/scanner levels up to 50 or so, to prevent the arms race from fizzling out in the early turns of a game.
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  #10  
Old July 12th, 2006, 04:56 PM
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Default Re: Carrier Battles Mod

1. What links were updated? I only downloaded this yestarday.

2. PBMS - ?

3 - thats fine, just gives the subs their own weapon.
4 - ? The cloaking ability is built into the hulls.. can you give more advise on this.

Thanks
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