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March 5th, 2005, 09:57 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
I like the sound of an officer exchange program.
Exchanging more and more officers until they exceed the original crew and then mutiny is delightfully evil
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March 6th, 2005, 08:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Carrier Battles Mod
I like the idea, but how would one prevent negative projects from other empires, while allowing these ones to pass from an ally?
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March 6th, 2005, 08:49 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
This mod abandons the all-or-nothing counter intel projects.
Instead, you must use really cheap intel sabotage projects to discover and stop the attacks before they start.
Unless you have a lot of defending sabotage projects going against one player, you'll have to get lucky to hit their big attack. But you do have multiple turns to catch it, since the costs are pretty high.
You and an ally can also work together to prevent an enemy from attacking.
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March 6th, 2005, 08:57 PM
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National Security Advisor
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Re: Carrier Battles Mod
Yeah, I'm totally stealing this intelligence setup for my mod. But it'll have to wait until I at least release what I have!
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March 7th, 2005, 02:53 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
http://imagemodserver.mine.nu/other/...attlesv1.0.zip
- Plugged in the intro screens.
- Added an improve planet conditions intel op, among the ones mentioned previously. The Un-steal supplies op dosen't work unfortunately.
- Reduced fighter ECM % a bit, so ships will have a decent chance with the 20mm guns.
- Filled out the systemnames file with 10 names for each letter.
I've also built up a nice set of ships in the demo test game.
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March 7th, 2005, 04:46 AM
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Captain
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Join Date: Apr 2004
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Re: Carrier Battles Mod
Says there is nothing there from the link...and I'm not a dummy...
Edit: Yet I was smart enough to find it though...link is still broke...
Kana
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March 7th, 2005, 12:44 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
*SJ makes a sacrifice to Dmeon Lrod Tyopo and all is returned to normal.
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March 8th, 2005, 02:09 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
http://imagemodserver.mine.nu/other/...arrierBattles/
Updated again.
- Until the combat replay generation code is fixed, I've pulled the anti-missile tech, and scaled down the CSM damage.
- Added a few tweaks to component families, so the "only latest" view is handier.
- Added command pods for the 50kt troops at max tech, which provide combat bonuses. I'll probably lower the tech requirements in a later version.
Your carriers will have to carry more interceptors to fully compensate for the lack of AMMs.
PS:
The default settings are to use 10 system maps. Feel free to increase this once you get the hang of it.
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March 8th, 2005, 04:38 AM
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Re: Carrier Battles Mod
"- Until the combat replay generation code is fixed, I've pulled the anti-missile tech, and scaled down the CSM damage."
What was the problem here?
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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March 8th, 2005, 09:35 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Some sort of debug error while writing to the file, it kills the host process.
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If you want, you can go into settings.txt and set:
Create combat replay := False
Then go into techarea.txt, to the "Point Defense Missiles" section, and set:
Maximum Levels :=5
If you are playing a game without replays, there will be no problem, and you can take advantage of the expanded design options.
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