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July 28th, 2006, 12:27 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: Carrier Battles Mod
Probably a better formula for weapon strength would be:
Code:
((Range_x*(x*Dist_Accuracy_Penalty))/MaxRange) / (Tonnage * RateOfFire)
It's not entirely accurate, but it gets closer to what weapon strengths actually are. My personal preference from CB v.1.0 is ships armed mainly with missiles and torpedos, with a few ships using heavy mount DUCs; and my fighters have mixed arms, with a mix of torpedos and lasers for anti-missile duty, and DUCs and torpedos for anti-fighter and some anti-ship support. The anti-missile fighters tend to be launched in groups of 3 with light weapons (has about the firepower to take out one or two missiles per volley), while the anti-fighter/anti-ship tend to be launched in groups of 8 or 10 with heavy weapons (has about the firepower to take out smaller stacks of fighters and do minor damage to ships per volley). Plasma tended to be left out in order to balance costs between minerals and radioactives; enough rads were already going to shields and engines, so the more mineral-heavy DUC, torp, and missile weapons gained dominance, and lasers were left in their cheaper, light forms. I might have opted for light plasma weapons for anti-missile duty, but light lasers offer more versatility, since I have fighters act as a screen, with strategies set to target the farthest missiles targeted on other friendlies, allowing for a wider range of coverage, at the cost of accuracy penalties (I think this is made up for by having a large screen, so what the front misses, the back has a chance to clean up on).
I still need to look more into the balance between weapons in versions 1.4-1.6, see if things are different, but I would imagine I would use Plasma a little in the early game when there isn't as much a drain on radioactives, but switch back to the Missile-Torpedo-DUC triumverate in the mid- to late-game.
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July 28th, 2006, 12:42 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
I know what you mean... It is fairly hard to justify the resources to build plasma weapons in bulk.
My ships tend to be really heavily armored, at the expense of everything else, and I build a lot of radioactives extractors, since I know I'll need them... that gives me more wiggle room for installing the high energy toys.
And of course, you can't have your entire fleet be made up of plasma battleships. I had only about 15-20 of them in a fleet of 300. But despite their small numbers, they really cleaned up, scoring at least half the kills in that battle.
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July 28th, 2006, 08:23 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
Here is the updated basic version (4.5mb)
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July 28th, 2006, 08:23 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
An update; default events were a little too extreme.
This is the full atrocities version (8mb)
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August 1st, 2006, 04:59 PM
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Sergeant
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Join Date: Jun 2005
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Re: Carrier Battles Mod
OK my comments regarding long range weapons and plasma weapons being nerf magnets sure as hell didn't even contemplate situations where 300 ships engage. However I'm going to revisit this subject after some more review.
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August 1st, 2006, 09:17 PM
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Corporal
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Join Date: Sep 2003
Location: Tennessee
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Re: Carrier Battles Mod
Yeah, SJ and them get some insane battle going in pbw. All weapons in CB have their uses, and that's part of what makes it so awesome.
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August 6th, 2006, 01:54 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Carrier Battles Mod
I'm getting an invalid culture error for the Imperials. they're warriors instead of berserkers.
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August 6th, 2006, 05:43 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
Easy enough to fix when I get back from the cottage.
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August 6th, 2006, 09:43 PM
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Captain
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PISSED !!!
I downloaded Carrier Battles v1.6a, started a game, and so far it's an exercise in frustration: fighters WON'T load onto my carriers, Kinetic Missiles won't target seekers, and my ships all run out of supplies BEFORE they even leave the system.
What is the point of THIS???
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August 6th, 2006, 11:41 PM
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Lieutenant Colonel
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Re: PISSED !!!
Make sure you're putting supply pods on your ships. you NEED them.
The Anti-missle missles only work in strategic combat, not tactical.
The Fighter bays have no cargo capacity in and of themselves. But you are forced to add cargo bays, too, so I don't know why the fighters wouldn't be loading...
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