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July 17th, 2006, 12:59 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Now that is NOT a bad idea. Mind if I use it?
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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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July 17th, 2006, 01:32 PM
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Captain
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Re: Carrier Battles Mod
Quote:
Atrocities said:
Now that is NOT a bad idea. Mind if I use it?
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And fighters work the same way? (im running on memory here since I'm at work!)
It just seems like it will take forever to get a large fighter force up and running when building them one at a time.
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July 17th, 2006, 04:47 PM
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General
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Re: Carrier Battles Mod
No, fighters in CBmod are still fighters - else they would not be loadable on ships 
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July 17th, 2006, 06:04 PM
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Re: Carrier Battles Mod
Thanks, Ed Kolis. I'll check it out tonight some more.
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July 17th, 2006, 08:41 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Fighters have a similar end result, although the causes/reasons are different.
Launching fighters in groups of, say 25, will get your navy slaughtered. Covert Jaguar had to learn this the hard way 
Launching fighters in groups of three (the default), will keep you competitive in battles. For particularily large fleets (300+), where there simply aren't enough combat squares to launch in groups of three, fives or eights can be useful.
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July 17th, 2006, 11:16 PM
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Captain
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Re: Carrier Battles Mod
Has anyone noticed that with fighters in the simulator, if you have more than one fighter in a group, the second fighter won't have any supplies? Anyone know a way around that?
Also...shouldn't external racks be a one shot deal?
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July 17th, 2006, 11:37 PM
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Re: Carrier Battles Mod
DUR
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July 17th, 2006, 11:38 PM
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Re: Carrier Battles Mod
You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat?
It is a wide rack 
Better for gameplay using a mount, just don't pay too much attention to the description details here.
Oh, and population grows every year, rather than every month now.
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