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  #1  
Old September 22nd, 2005, 03:14 AM
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Default Re: Carrier Battles Mod

Attached is a UI update for any version of CBmod (extract to the CBmod folder, not the SE4 folder)

Tell me what you think!
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File Type: zip 381853-CarrierBattles_UIupdate.zip (690.0 KB, 122 views)
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  #2  
Old September 22nd, 2005, 09:10 AM

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Default Re: Carrier Battles Mod

I saw a few bugs when looking over the CB files (v1.3):

In the intel projects file:

Order Snafu (80% stealth) is set only to read the first of the 5 target message lines. Recommend changing the number target messages value to 5.

I also thought that the large cargo bomb should be detected since you get the 100% stealth small cargo bomb at the same level. Seemed out of sequence to me.

In the vehicle size file:

The battlefortress has the ability "combat to hit defense minus" entered twice, one at 50%, the other at 40%. I’m pretty sure that one of those should have been a combat to hit offence plus since the battle fortress does not have any defined, but the 2 small fortresses do have this.
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  #3  
Old September 23rd, 2005, 02:37 AM
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Default Re: Carrier Battles Mod

Fixed.

Time to make more work for Eorg
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  #4  
Old September 23rd, 2005, 04:31 AM
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Default Re: Carrier Battles Mod

I want more. I want super powerful carriers that are hard to kill. I want carriers to become the center of the fleet and fighters the focus. I want my fighters to be like real world fighter in that they are a weapon platform and the carrier is their home. Carriers are easy to kill in SEIV but in RL they are a ***** to take out. I want more.
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  #5  
Old September 23rd, 2005, 10:07 AM

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Default Re: Carrier Battles Mod

AMEN!

I do wish that either the CB for newbies #2 or the CB #8 would kick off... I've been noodling through the files for some time now and want to take a crack at this mod.
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  #6  
Old September 23rd, 2005, 04:33 PM
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Default Re: Carrier Battles Mod

I'm going to start booting people who don't upload their EMPs in order to make room for those who are more serious about this.

CB#8 has four players at the moment.
Its enough for a small game, but it would be nice to have enough players to form multiple alliances. Now's your chance to join.

---

Atrocities:
Carriers are quite difficult to kill, particularily if you devote the appropriate tonnage to a good ratio of shields and armor.
Although when empty, a carrier is barely worth its tonnage in warships and can be easily overwhelmed, its fighters can be designed to make up for all of its deficiencies (point defense, mainly, but sheer firepower is good too).

The only thing a carrier and its fighters are not so good at, is missile bombardment. For the best bombardments, you want a constant stream of missiles with which to saturate the enemy ranks and avoid too much overkill.

A carrier which has lost its fighter complement has been essentially neutered. Unless its fighters dealt severe damage to the enemy before dying, the carrier dosen't stand a chance. It can certainly take hits, and may dish out enough damage to finish cripples, but its cargo bays are now empty, and support weapons should not have been a high priority.
Support weapons are for support ships.
Carrier weapons are the cargo bays

---

PS:
Perhaps I should make a graphical "Fighters 201: Design and Strategy" and post it up on imagemodserver.
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  #7  
Old September 28th, 2005, 09:33 PM
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Default Re: Carrier Battles Mod

School's Open!
http://imagemodserver.mine.nu/other/...CBmodTutorial/
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