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  #111  
Old March 1st, 2005, 09:26 PM
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Default Re: Carrier Battles Mod

I have to agree, this is a brillant idea.
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  #112  
Old March 2nd, 2005, 12:17 AM
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Default Re: Carrier Battles Mod

Wow!

This map analysis looks pretty fair to me.
Ice/Rock are equivalent in all categories.
Gas overcomes a facility deficit with population bonuses to end with an equal resource production.

Micro and tiny moons give the vaccuum breathers back what they lose in the larger planets.
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  #113  
Old March 2nd, 2005, 02:49 PM
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Default Re: Carrier Battles Mod

I like that idea. Finally, an easy way to represent a planet's infrastructure.
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  #114  
Old March 2nd, 2005, 03:20 PM

Frederick_d_Ohlmann Frederick_d_Ohlmann is offline
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Default Re: Carrier Battles Mod

By the way... Replacing Life support by "Crew" that give combat bonus can be good.
On little fighter it would be (I don't know how to say it in english) an optional additional crewman that fire weapon resulting in more accuracy (you know, like in WW1 fighter). On bomber it would be the crew and may not be optionnal...
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  #115  
Old March 3rd, 2005, 07:25 PM
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Default Re: Carrier Battles Mod

If you mean just on the fighters, I think I may just do that... though it wouldn't really replace lifesupport.

Not requiring an explicit lifesupport component on the short-range (no strategic move) fighters would be quite reasonable I think. And having an optional double-cockpit for some small combat bonus would be good.
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  #116  
Old March 5th, 2005, 12:31 AM
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Default Re: Carrier Battles Mod

Here's what I've been working on this week:
http://imagemodserver.mine.nu/other/...us/CBintro.png
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  #117  
Old March 5th, 2005, 12:43 AM
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Default Re: Carrier Battles Mod

awesome screen SJ, excellent looking, can you make it a screen saver as well ?
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  #118  
Old March 5th, 2005, 12:47 AM
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Default Re: Carrier Battles Mod

Screensavers usually have some action in them

I could strip off the title text to make a desktop background though...
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  #119  
Old March 5th, 2005, 08:27 PM
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Default Re: Carrier Battles Mod

To Do:
- Add helpful intel projects.

This adds a lot of potential. Some things you should be able to do:

- Slip an ally some resources (negative resource steal op). This saves you the hassle of sending a political message and waiting for the acceptance message.
- Refuel a stranded ship, or provide a small boost to a warfleet.
- Insidiously lower their guard against you, allowing you to sneak in attack projects while they think you are helping them!
You can even accuse your enemy of the attacks via comm message, and hopefully provoke your "friend" into attacking your real enemy
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  #120  
Old March 5th, 2005, 08:43 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
To Do:
- Add helpful intel projects.

This adds a lot of potential. Some things you should be able to do:

- Slip an ally some resources (negative resource steal op). This saves you the hassle of sending a political message and waiting for the acceptance message.
- Refuel a stranded ship, or provide a small boost to a warfleet.
- Insidiously lower their guard against you, allowing you to sneak in attack projects while they think you are helping them!
You can even accuse your enemy of the attacks via comm message, and hopefully provoke your "friend" into attacking your real enemy
Now that could get interesting. I can just imaging sending a whole bunch of officers to train a friend's flagship (modded crew rotation project) and then crew insurrecting it . One brand new top-of-the-line ship with 50% experience in a position to do some major damage to your too-trusting ex-friend .
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