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  #1  
Old March 7th, 2005, 04:46 AM
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Default Re: Carrier Battles Mod

Says there is nothing there from the link...and I'm not a dummy...

Edit: Yet I was smart enough to find it though...link is still broke...

Kana
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  #2  
Old March 7th, 2005, 12:44 PM
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Default Re: Carrier Battles Mod

*SJ makes a sacrifice to Dmeon Lrod Tyopo and all is returned to normal.
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  #3  
Old March 8th, 2005, 02:09 AM
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Default Re: Carrier Battles Mod

http://imagemodserver.mine.nu/other/...arrierBattles/

Updated again.
- Until the combat replay generation code is fixed, I've pulled the anti-missile tech, and scaled down the CSM damage.
- Added a few tweaks to component families, so the "only latest" view is handier.
- Added command pods for the 50kt troops at max tech, which provide combat bonuses. I'll probably lower the tech requirements in a later version.

Your carriers will have to carry more interceptors to fully compensate for the lack of AMMs.

PS:
The default settings are to use 10 system maps. Feel free to increase this once you get the hang of it.
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  #4  
Old March 8th, 2005, 04:38 AM

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Default Re: Carrier Battles Mod

"- Until the combat replay generation code is fixed, I've pulled the anti-missile tech, and scaled down the CSM damage."

What was the problem here?
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  #5  
Old March 8th, 2005, 09:35 PM
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Default Re: Carrier Battles Mod

Some sort of debug error while writing to the file, it kills the host process.

---

If you want, you can go into settings.txt and set:
Create combat replay := False

Then go into techarea.txt, to the "Point Defense Missiles" section, and set:
Maximum Levels :=5

If you are playing a game without replays, there will be no problem, and you can take advantage of the expanded design options.
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  #6  
Old March 10th, 2005, 03:29 PM
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Default Re: Carrier Battles Mod

Thanks to Geo, the Carrier Battles Mod is installed and playable on PBW already!

I'm going to open a couple small PBW games for people to join.

NOTE:
Be sure to play single player against the "AI"s in order to get yourself aquainted with the system.

They won't offer any resistance, but make sure you can get a new colony established, and design a warship capable of moving to, and attacking a neutral planet.

And read the Important!Readme.txt It has many tips, and lists the pitfalls you are likely to encounter.

----

Carrier Battles #2
==================
- Four player slots.
- Medium tech start to get things moving.
- 2000 racial points.
- Small map, 5-10 systems per player.
- # of homeplanets, value to be determined by players. Probably either 1 good planet, or 3 medium/poor planets.
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  #7  
Old March 10th, 2005, 06:45 PM
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Default Re: Carrier Battles Mod

I have posted a review of the Carrier Battles mod on my site http://www.secenter.org/
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