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August 12th, 2005, 12:03 PM
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Corporal
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Join Date: Aug 2001
Location: Germany
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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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Greetings
Seik
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Real programers do not comment their code.
It is hard to write and it should be hard to understand!
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August 12th, 2005, 06:58 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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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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August 12th, 2005, 07:38 PM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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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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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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August 12th, 2005, 07:44 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
Quote:
Kana said:
Bug Report
...
Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...
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Yep. Looks like another full round of mod updates for Eorg to install
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August 20th, 2005, 07:56 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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August 21st, 2005, 09:21 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
Bah, that sucks.
I thought it worked...
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September 22nd, 2005, 03:14 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
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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September 22nd, 2005, 09:10 AM
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Sergeant
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Join Date: Jan 2002
Location: Fredericksburg, VA, USA
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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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September 23rd, 2005, 02:37 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
Fixed.
Time to make more work for Eorg
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September 23rd, 2005, 04:31 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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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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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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