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May 3rd, 2005, 04:15 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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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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May 3rd, 2005, 04:49 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
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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May 5th, 2005, 04:21 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
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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May 6th, 2005, 12:33 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Carrier Battles Mod
So break the save games and start a new PBW game.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 6th, 2005, 12:51 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
That's Carrier Battles #5
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May 6th, 2005, 12:54 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
That's Carrier Battles #5
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See, great minds do think alike.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 7th, 2005, 12:57 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
One last slot available in Carrier Battles #5.
We will be starting it very soon.
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May 7th, 2005, 10:50 AM
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Colonel
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Join Date: Jun 2002
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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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May 7th, 2005, 11:42 AM
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Shrapnel Fanatic
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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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May 20th, 2005, 01:56 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
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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