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  #181  
Old June 16th, 2005, 02:32 AM
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Default Re: Carrier Battles Mod

Two things:

First: I thought I would bump this thread because I love this mod,

Second: Has anybody done any work on AI for this mod? I tried my hand at it and failed miserably.
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  #182  
Old June 17th, 2005, 11:29 AM
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Default Re: Carrier Battles Mod

ZA:
For AI modding you definitely need some help with mount selection.
I've got a plan to add tech areas that the AI can research so as to pick which mounts to use on its ships. You just need to let me know which mounts on which hull sizes you want, since there aren't enough mounts to do all the permutations.

Your AIs should probably also go missile-heavy just to keep things simpler.

Basically, talk to me while you're working on AIs, so I can bend the mod in places to make the AI fit in
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  #183  
Old June 18th, 2005, 04:24 AM
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Default Re: Carrier Battles Mod

It's not just mounts though, the AI's don't build carriers, and I couldn't get them to do it routinely.
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  #184  
Old July 5th, 2005, 06:29 PM
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Default Re: Carrier Battles Mod

New version available:
http://imagemodserver.mine.nu/other/...arrierBattles/

Carrier Battles v1.3
- Space Combat rounds reduced to 30. (Battles have been quicker than expected)
- Seeker defense modifier increased by 20 points
- Maximum planet value increased to 200%
- All ship maintenance abilities reworded to "X% per month" for easier understanding.
- Carrier maintenance reduced to 10% per month
- Larger base maintenance all reduced.
- Crew requirements for bases reduced.
- Torpedo damage decreased slightly
- Torpedo reload increased to 3 turns (with matching damage increase)
- Multipurpose missile tech increased to 10 levels.
- Capital Ship Missile hitpoints increased for better PD penetration.
- Random Plague level now depends on severity chosen in game setup. Catastrophic plagues can hit level 4.
- Berzerker combat bonus decreased. Small combat modifiers added to the other cultures for flavour.
- High tech shield costs and ability amounts tweaked.
- Bloodthirsty Happiness type tweaked for more difficulty; they now have a small penalty for seeing too many allied guard ships.
- Racial tech costs tweaked.
- A second speed trait added: Savant Navigators
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  #185  
Old July 7th, 2005, 06:43 PM
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Default Re: Carrier Battles Mod

I have created a "Carrier Battles Newbie Game" on PBW for those who are interested in trying out this mod.

Only first-timers will be allowed in, and you will have permissions to read the forums in all the existing CBmod games for tips.

I will also check the game forum regularily to answer any questions you may have.
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  #186  
Old July 8th, 2005, 11:48 AM
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Default Re: Carrier Battles Mod

I've finally realized how the Repair priorities work

And, to celebrate, I've updated v1.3 with bonus default ship strategies, and a repair priorities system stupendously better than the last version.
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  #187  
Old July 8th, 2005, 12:09 PM
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Default Re: Carrier Battles Mod

Perhaps you can enlighten us with your new insight on repair priorities?
__________________
Space Empires Depot | SE:V Balance Mod
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  #188  
Old July 8th, 2005, 12:34 PM
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Default Re: Carrier Battles Mod

Well, firstly, it is not intended to be a sorted priority list.

The stuff on the right gets repaired before the stuff on the left... other than that its in order of placement on the ship.

I got lazy in one of my games, leaving some of the categories unprioritized, and later realized a ship was getting fixed out of order.
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  #189  
Old July 8th, 2005, 12:54 PM
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Default Re: Carrier Battles Mod

Are you sure about that? My tests from a while back were pretty conclusive that the order of ships that get repaired is by ship ID, which is coincidentally the same order ships are listed in the fleet transfer screen. I didn't specifically test it, but I seem to recall some instances from PBW games that indicate that the repair priorities list really is a sorted priority list and it is followed for the order of components repaired within a ship. I'd go ahead and test that now, but I don't have SEIV on my work computer.
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  #190  
Old July 8th, 2005, 04:11 PM
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Default Re: Carrier Battles Mod

That was my original assumption, but ships were always being repaired from first component to last component until I stopped adding all of the component types to the repair priority list.
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