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  #171  
Old May 3rd, 2005, 04:15 PM
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Default Re: Carrier Battles Mod

Running 1.0d...have VI reactor, and pic says its an XIII. I assume this is fixed in 1.2...?

Are we going to move the game to 1.2?

Kana
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  #172  
Old May 3rd, 2005, 04:49 PM
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Default Re: Carrier Battles Mod

Anything other than a v1.0 would break the savegames.

Reactor level 5 gives you a speed 3 engine (hence the roman III for the component)
To distinguish the level 6 (which is only cheaper) from the level 5, I added the X.

So its an X-tra cheap version of the speed III engine.
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  #173  
Old May 5th, 2005, 04:21 PM
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Default Re: Carrier Battles Mod

Carrier Battles #5 is now open for players on PBW!

Everybody who missed out on the last four, now's your chance!

PS:
Spots are going fast; 50% sold out!
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  #174  
Old May 6th, 2005, 12:33 AM
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Default Re: Carrier Battles Mod

So break the save games and start a new PBW game.
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  #175  
Old May 6th, 2005, 12:51 AM
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Default Re: Carrier Battles Mod

That's Carrier Battles #5
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  #176  
Old May 6th, 2005, 12:54 AM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
That's Carrier Battles #5
See, great minds do think alike.
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  #177  
Old May 7th, 2005, 12:57 AM
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Default Re: Carrier Battles Mod

One last slot available in Carrier Battles #5.

We will be starting it very soon.
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  #178  
Old May 7th, 2005, 10:50 AM
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Default Re: Carrier Battles Mod

Some casual poking around on my part sugests that there are no cloak penetrating sensors in this mod. Which is fair I 'spose -- there are no cloaking devices. But that does make every nebula and storm sector a "free space" for anyone to hide in. Not to say that's not fun in its own right, but I find myself wondering if that's really the way you intend to leave it.
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  #179  
Old May 7th, 2005, 11:42 AM
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Default Re: Carrier Battles Mod

It does make you a little bit paranoid, yeah
Once the enemy has gotten in there, though, you'll never know how many might be left lurking.

However, the build rate of mobile spaceyards is very very poor when working on ships, so there will never be hordes of enemy flowing out of a nebula or storm.

What I tend to do is build a modest defense net of satellites at all the exits, so when they do come out, they will be crippled or destroyed, and then my local ships can handle the cleanup and repair duty.

The Fetid Nebula in Carrier Battles #2 is a good example. It sits on the border of three races, and everybody has a zillion sats everywhere... except in the east warppoint, where (from admittedly second hand reports) an invasion swarm was halted with major casualties.
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  #180  
Old May 20th, 2005, 01:56 AM
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Default Re: Carrier Battles Mod

By the way;
Carrier Battles #6 is now open to join on PBW.

A one-planet start, for those who prefer it.
Homeworlds should become less important, and you'll have to start building resource extractors on your colonies a lot earlier.
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