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  #361  
Old March 27th, 2006, 01:18 AM
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Default Re: Carrier Battles Mod

A finalized version is now up!
Get it here:

http://pbw.cc/Download/filelib/1315/...Battles1.5.zip
http://imagemodserver.mine.nu/other/...arrierBattles/
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  #362  
Old July 10th, 2006, 08:11 PM
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Default Re: Carrier Battles Mod

http://www.shrapnelcommunity.com/thr...?Number=434007

It has been a while, but v1.6 is now ready for PBW games.

It features:
- Support for JunkyardWars style games (No research, lots of normal tech ruins)
- Unique ruins tech to discover.
- Allows ring and sphereworlds to be placed using the map editor.
- Allows more flexible tech disabling, including separate toggles for Plague Intel and Sabotage intel (as separate from the information gathering)
- Efficient workers tweaked; -50% to research
- Explosive/Nuclear missile reload rates increased to balance damage factor.
- Planetary Bombardment missile damage reduced drastically.
- New intro screen
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  #363  
Old July 11th, 2006, 10:13 AM

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Default Re: Carrier Battles Mod

Awesome SJ - I've thoroughly enjoyed CBMod. It has renewed my se4 lust. It withered for a while when JLS disappeared and AIC updates stopped... mainly because vanilla AI is just horrible.

So... thanks for the next installment!
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  #364  
Old July 11th, 2006, 12:16 PM
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Default Re: Carrier Battles Mod

Hmm... those first 2 options make me wonder, should I not have picked the two scavenger traits in the LOTR game?
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  #365  
Old July 11th, 2006, 07:47 PM
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Default Re: Carrier Battles Mod

Yes and no...

If you choose the major trait, the minor one is redundant and a waste of points.

No traits gets you nerfed versions of the ruins tech when you colonize the ruins.
Scavengers gets you regular ruins tech.
Xenoachaeologists gets you beefy versions of the ruins tech.
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  #366  
Old July 11th, 2006, 07:57 PM
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Default Re: Carrier Battles Mod

Oh, OK... I'll redo my empire file taking only one of the traits then! Thanks! Though perhaps you should clarify that in future versions / to the other players...
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  #367  
Old July 11th, 2006, 08:39 PM
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Default Re: Carrier Battles Mod

Here is an update for you, Ed.

The new v1.6, with some tweaked descriptions. (4 megs)
Attached Files
File Type: zip 434007-CarrierBattlesv1.6.zip (4.58 MB, 140 views)
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  #368  
Old July 12th, 2006, 03:59 AM
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Default Re: Carrier Battles Mod

SJ I am getting a lot AI_General, and Research errors popping up in v1.6.

When you changed the Racial Traits and tech area files you might have caused some collateral damage to the AI files.

Also do you mind if I work on a modified version of your mod? Just something that I wanted to play around with and if I can get it too work I would like to post it, with your permission.
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  #369  
Old July 12th, 2006, 04:05 AM
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Default Re: Carrier Battles Mod

I also found a spacing error in the components file right above Steel Armor Plating.

The missing Tech Area tech is Solid Shields.

The missing Racial Trait is Hardy Industrialists.
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  #370  
Old July 12th, 2006, 04:59 AM
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Default Re: Carrier Battles Mod

I wanted to try out that Subspace idea I had and your mod seemed like the best way to go.

This is what I have done. (I have not updated the research file yet, but I will)

Added Two New Racial Traits:
Subspace Warfare Tech Area 100
Description: Technology that allows ships to slip into subspace thus rendering them nearly invisible.

Electronic Warfare Tech Area 101
Description: Gives technology that can detect ships hidding in subspace.

Added Two New Technologies
Subspace Warfare Max Lv 3

Electronic Warfare Max Lv 3 (Requires Automation Lv 6)

Added Three New Hulls
Subspace Attack Ship
Description: Fast attack subspace ship.

Subspace ISBM Carrier
Description: Slower moving ship that can carry Inter-Stellar Ballistic Missile

ISBM
Description: Inter-Stellar Ballistic Missile

Added New Components:
Phalanx Torpedo I - III Skips Shields and Armor
Description: A devastating powerful torpedo used by subspace ships against other ships.
NOTE: Require a mount. Has a reload rate of 3, Restriction of 4 per ship, and is exclusive to the subspace ships

ISBM Launcher
Description: Launches ISBM's into space
NOTE: Cargo of 100kt (Enough for 1 ISBM)

ISBM Guidance System

ISBM Engine

ISBM Warhead I - III
Description: Large nuclear warhead which will cause massive damage when it hits an enemy planet.
NOTE: Dam 500, 700, 1000 at range 1 only
SUB NOTE: ISBM can only have one warhead.

Electronic Sensors
Description: Advanced sensors which scans all electro-magnetic bands to detect ships hidden ships in subspace.
NOTE: Requires mount. Only a Destroyer can use it. Can detect Lv 6 EM.

Subspace Charge I - III Skips Armor
Description: Subspace charges are used against ships hidden in subspace. They can also damage ships in normal space.
NOTE: Reload rate 2, damage 25,25,25 - 25,25,25,25 - 25,25,25,25,25, Requires Mount and can only be mounted on a Destroyer

Added New Mounts:
Phalanx Torpedo Mount
Description: Mount scales Phalanx Torpedo for use with Subspace Attach Ship

Phalanx Torpedo Mount
Description: Mount scales Phalanx Torpedo for use with Subspace ISBM Carrier

ISBM Launcher Mount
Description: Mount scales ISBM Launcher to fit on Subspace ISBM Carrier.

Electronic Sensors Mount
Description: Mount scales Electronic Sensors component to fit onto a Destroyer hull.

Subspace Charge Mount
Description: Mount scales Subspace Charge to fit onto a Destroyer hull.
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