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  #1  
Old July 26th, 2006, 06:12 PM
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Default Re: Carrier Battles Mod

actually, yes. yes it should, and it does for me.

I'm running a clean copy of the latest version of the game. I have the image mod installed directly on top of SE4 (as its non-destructive and does not hamper stock game play). Then I have CB installed into a specific mod directory, and I use the Mod Launcher to call it.

so, essentially:
- clean, latest, se4 install
- image pack
- mod

not sure what youre doing wrong. try again slowly and carefully.
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  #2  
Old July 26th, 2006, 06:23 PM

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Default Re: Carrier Battles Mod

what I'm doing wrong is not using Mod Launcher cuz I'm just getting into this whole Mod thing and haven't downloaded it yet.
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  #3  
Old July 26th, 2006, 07:07 PM
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Default Re: Carrier Battles Mod

Woah, woah, woah!!!
3) Overlay of CB

That's your problem right there.
Never ***EVER*** overwrite your stock files with mods. (Only the imagepacks, since they are fully backwards compatible with savegames and PBW.)

You can add races to your stock se4\pictures\races folder no problem too, just don't overwrite stuff or put modded AI files into the stock folder. Modded AI files need to go in the se4\modname\pictures\races folders.


(Note: first, you'll probably want to restore your stock files from CD)
Here is how to install and play CB:
Step 1) Extract the zip to your SE4 folder (it will create a CB1.6 folder)
Step 2) Edit path.txt. Change the "path:=none" to "path:=CarrierBattlesV1.6"
Step 3) Run SE4.exe

These same steps apply to 99% of mods out there. Some have wacky directory structures in their zips, but all the major ones will work right.

To change mods, just change the path.txt, and run Se4.exe.

PS:
The mod launcher is overrated. Editing the path.txt yourself builds character
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  #4  
Old July 27th, 2006, 08:59 AM

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Default Re: Carrier Battles Mod

AHA! My excessive lvl of geekdom forced me by habit into tweaking the $^(% out of the files themselves!

OK doesn't change the fact that one of the 1.6 downloads has 8 races and another has 17 or so.

I'd like you to consider changing the range of the PBMs to something reasonable like 10. It does a couple of things first it allows the firing ships to not waste supplies by firing a second salvo at range 20 (if they are set to long range bombardment). Currently they fire a round at range 20 which finally hits the target at turn 25 or so and then they lob a second missile that can't possibly make it to the target before turn 30. This change would also have the effect of forcing a PBM armed Bombardment Ship into closer range making it more vulnerable. Alternatively change the reload time to 30 they won't fire a second round. Right now I've changed the range of PBMs to 10 (simulating direct orders to all ship captains not to fire a PBM beyond this range).

What is the point of plasma weapons? Less damage, pathetic range when compared to a Laser Cannon for the same weight. Uptweak them please. Seems their only purpose right now would be to nerf an AI race that was using them.
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  #5  
Old July 27th, 2006, 10:30 AM
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Default Re: Carrier Battles Mod

The one download is the original 8-races included with the mod, while the second download inclues the 9 races that Atrocities re-worked to be compatible with the CBmod (total of 17).

I'll leave it up to SJ to explain the weapon choices.
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  #6  
Old July 27th, 2006, 01:42 PM

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Default Re: Carrier Battles Mod

Quote:
scJazz said:
What is the point of plasma weapons? Less damage, pathetic range when compared to a Laser Cannon for the same weight. Uptweak them please. Seems their only purpose right now would be to nerf an AI race that was using them.
The plasma weapons are cheaper and fire twice as fast. So, where a laser cannon 1 does 340 damage (sans mount) the Plasma Cannon I does 400 damage (sans mount) in the same time period.
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  #7  
Old July 27th, 2006, 04:16 PM

scJazz scJazz is offline
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Default Re: Carrier Battles Mod

OK but when I evaluate the lethality of a weapon I always use the formula...

Range1 + Range2 + Range3 ... /Weight/ROF = WeaponLethality

If I'm resource pour at that point I scale it for resource costs as well. Some variation of this formula always works for every game I've ever played. Hence the APB is the best weapon in unModded SEIV.
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  #8  
Old July 27th, 2006, 04:33 PM
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Default Re: Carrier Battles Mod

Keep in mind with longer range comes decreased accuracy. The figure is -6% to hit per square in CBmod (10% in stock) so your formula might give too much weight to range.
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