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  #221  
Old August 12th, 2005, 12:03 PM
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Default Re: Carrier Battles Mod



Yes, it's incredible what SJ did with our good old SE4! Nearly everything has changed, strategies developed over years will not function in his universe.
But I really like what I saw so far!
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  #222  
Old August 12th, 2005, 06:58 PM
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Default Re: Carrier Battles Mod

Bug Report

Version 1.0f

Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...

Kana
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  #223  
Old August 12th, 2005, 07:38 PM
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Default Re: Carrier Battles Mod

Yeah, CBM looks very interesting. It's kinda stripped down, except with the propulsion, projectile weapon, and missile areas. And I've barely scratched the surface with the few hours I spent going over Puke's spot.

I kinda get the feeling that his/my empire won't be the biggest once the fighting starts. Definitely gonna take some getting used to... especially since I haven't played against a human since... version circa 0.6x.
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  #224  
Old August 12th, 2005, 07:44 PM
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Default Re: Carrier Battles Mod

Quote:
Kana said:
Bug Report
...
Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...
Yep. Looks like another full round of mod updates for Eorg to install
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  #225  
Old August 20th, 2005, 07:56 PM
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Default Re: Carrier Battles Mod

Have you actually tested the pollution setup? I have seen no decrease in conditions after several hundred turns. I increased the settings to -10 on the facilities, no change. -100, no change. -300, no change.
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  #226  
Old August 21st, 2005, 09:21 PM
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Default Re: Carrier Battles Mod

Bah, that sucks.
I thought it worked...
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  #227  
Old September 22nd, 2005, 03:14 AM
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Default Re: Carrier Battles Mod

Attached is a UI update for any version of CBmod (extract to the CBmod folder, not the SE4 folder)

Tell me what you think!
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File Type: zip 381853-CarrierBattles_UIupdate.zip (690.0 KB, 103 views)
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  #228  
Old September 22nd, 2005, 09:10 AM

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Default Re: Carrier Battles Mod

I saw a few bugs when looking over the CB files (v1.3):

In the intel projects file:

Order Snafu (80% stealth) is set only to read the first of the 5 target message lines. Recommend changing the number target messages value to 5.

I also thought that the large cargo bomb should be detected since you get the 100% stealth small cargo bomb at the same level. Seemed out of sequence to me.

In the vehicle size file:

The battlefortress has the ability "combat to hit defense minus" entered twice, one at 50%, the other at 40%. I’m pretty sure that one of those should have been a combat to hit offence plus since the battle fortress does not have any defined, but the 2 small fortresses do have this.
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  #229  
Old September 23rd, 2005, 02:37 AM
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Default Re: Carrier Battles Mod

Fixed.

Time to make more work for Eorg
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  #230  
Old September 23rd, 2005, 04:31 AM
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Default Re: Carrier Battles Mod

I want more. I want super powerful carriers that are hard to kill. I want carriers to become the center of the fleet and fighters the focus. I want my fighters to be like real world fighter in that they are a weapon platform and the carrier is their home. Carriers are easy to kill in SEIV but in RL they are a ***** to take out. I want more.
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