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July 8th, 2005, 04:11 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
That was my original assumption, but ships were always being repaired from first component to last component until I stopped adding all of the component types to the repair priority list.
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July 9th, 2005, 04:02 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Carrier Battles Mod
Another little update:
Advanced Colony tech has been fixed, and is now close to what I originally intended.
Native races get the standard colony module from the start.
After research, native races get the "Advanced Colony Module", which is half price, smaller and has more cargo space built in.
After research, non-natives get a "Primitive Colony Module", which is bigger, more expensive and has less built-in space.
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July 10th, 2005, 12:53 AM
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Sergeant
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Join Date: Jun 2004
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Re: Carrier Battles Mod
This is great mod great job SJ, just thought Id say that
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July 11th, 2005, 02:37 AM
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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
Thanks, Colonel
And hey, Everybody!
The PBW Carrier Battles Newbie game is still open.
If you haven't played CBmod online yet, this is the perfect chance to try!
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July 14th, 2005, 03:10 AM
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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
There is only one last spot available in the Carrier Battles Newbie game!
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July 27th, 2005, 09:32 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Carrier Battles Mod
Golden Opportunity!
We have had a slot open up in the CarrierBattles #6 game due to real life issues.
The empire is solidly in *FIRST PLACE*, with the most ships, the most units, and an empire almost twice the size of the other players.
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August 2nd, 2005, 06:52 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
Last chance to take over a 1st place empire!
Carrier Battles #6 on PBW!
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