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  #1  
Old October 22nd, 2005, 03:30 AM
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Default Re: Carrier Battles Mod

Once you have an account, log in.

In graphics mode, you can mouse-over all the buttons to see what they do (text appears on the right)

Click the "attack" icon to go to the games screen. By default you see your current games, colour coded by status.
Click the fleet icons to view "open games" or "all games", and then choose one from the left.

When you see a game you like, select it by clicking, and then click the resupply-at-nearest lightning bolt to join.

During the game, you use the cargo-load and cargo-drop to upload your turns (and empire file) or download the next turn.
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  #2  
Old November 6th, 2005, 10:24 PM
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Default Re: Carrier Battles Mod

The Carrier Battles Page on imagemodserver has been updated.
Nifty new stuff!

http://imagemodserver.mine.nu/other/...arrierBattles/
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  #3  
Old November 11th, 2005, 07:23 PM
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Default Re: Carrier Battles Mod

Carrier Battles #7 is looking for a replacement player.

Turn #11;
- Probably a Berzerker empire, and from the stats, it appears to be expanding well.

The player controlling this empire dissapeared from the net just over a week ago, but the empire is doing just fine.
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  #4  
Old November 11th, 2005, 07:45 PM
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Default Re: Carrier Battles Mod

Phantom players!
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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  #5  
Old November 11th, 2005, 08:13 PM
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Default Re: Carrier Battles Mod

Phantom of the Empire!
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  #6  
Old November 11th, 2005, 11:39 PM
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Default Re: Carrier Battles Mod

The position has been filled. Thank you.

Also, an update to the CBmod School of Design.
Weapons 101 is now posted, with two classes available.

The 2pm class with Ekolis, and the 8:30am class with SJ
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  #7  
Old November 20th, 2005, 10:18 PM
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Default Re: Carrier Battles Mod

As suggested by Mac on IRC, and probably others too, I've gone and come up with a new type of missile system.
The general idea is that you get to choose what to put on your missiles.

A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!
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