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March 8th, 2005, 09:35 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
Some sort of debug error while writing to the file, it kills the host process.
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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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March 10th, 2005, 03:29 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
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.
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Carrier Battles #2
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- 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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March 10th, 2005, 06:45 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Location: Minnesota/South Dakota
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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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Get the newest Version of Invasion! here: http://www.secenter.org/

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March 10th, 2005, 07:44 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
BTW, the Null planets thing has already been fixed.
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March 18th, 2005, 03:31 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Carrier Battles Mod
I don't know if these are bugs or not...but a few turns into the CB#2 i've noticed the following...
Most FTR weapons not using supplies...is this intended? IE Laser Cannons, Plasma Cannons...These same weapons also apply to regular ship weapons as well...
Multiple FTR enignes displayed...FCD 1,3,4 all at once...
Are FTR drive operating like ships engines...multiples of type allow faster in combat movement?
If FTR weapons/components are not using supplies (other than torps, missiles, DUCs), then what use is the required supply pod?
Kana
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March 18th, 2005, 03:40 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
Without supply you'll be stuck at one speed, even if your engines don't require supply.
Its a safety net so you don't design useless fighters.
Only one fighter drive is effective per vehicle.
However, the more powerful engines are also larger.
You will commonly wish to use an older, smaller drive on your heavy bombers in order to cram another missile launcher on them.
The energy weapons do not use supply, but have a correspondingly massive cost in radioactives to power them.
They are a bit weaker and more expensive, but will be pretty much required for any extended sortie into enemy space.
Meanwhile, if you are sitting on a resupply depot, you are free to expend the cheap and powerful ordnance without worring about running dry. 
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March 18th, 2005, 03:50 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Carrier Battles Mod
Then wouldn't the display progression be 2,4,6...if the next corresponding engine is slightly less space?
Also on the EM-Missiles...Yes they have supply cost...but I would see these as more of a one shot single missile, like a harpoon, or hellfire...especially considering their rate of fire...so why a supply cost? Seems redundant...just my opinion...
Kana
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