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  #381  
Old July 17th, 2006, 09:01 AM

Dizzy Dizzy is offline
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Default Re: Carrier Battles Mod

Like I said... I dont know how yours works, but CBmod is the next one Im trying.

Instead of calling it a satellite... you could call it a satellite group, not for you SJ, but this was my reply to the others discussing yours.
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  #382  
Old July 17th, 2006, 01:32 PM

sachmo sachmo is offline
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Default Re: Carrier Battles Mod

Quote:
Atrocities said:
Now that is NOT a bad idea. Mind if I use it?
And fighters work the same way? (im running on memory here since I'm at work!)

It just seems like it will take forever to get a large fighter force up and running when building them one at a time.
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  #383  
Old July 17th, 2006, 04:47 PM
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Ed Kolis Ed Kolis is offline
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Default Re: Carrier Battles Mod

No, fighters in CBmod are still fighters - else they would not be loadable on ships
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  #384  
Old July 17th, 2006, 06:04 PM

sachmo sachmo is offline
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Default Re: Carrier Battles Mod

Thanks, Ed Kolis. I'll check it out tonight some more.
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  #385  
Old July 17th, 2006, 08:41 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Carrier Battles Mod

Fighters have a similar end result, although the causes/reasons are different.

Launching fighters in groups of, say 25, will get your navy slaughtered. Covert Jaguar had to learn this the hard way
Launching fighters in groups of three (the default), will keep you competitive in battles. For particularily large fleets (300+), where there simply aren't enough combat squares to launch in groups of three, fives or eights can be useful.
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  #386  
Old July 17th, 2006, 11:16 PM

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Default Re: Carrier Battles Mod

Has anyone noticed that with fighters in the simulator, if you have more than one fighter in a group, the second fighter won't have any supplies? Anyone know a way around that?

Also...shouldn't external racks be a one shot deal?
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  #387  
Old July 17th, 2006, 11:37 PM

sachmo sachmo is offline
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Default Re: Carrier Battles Mod

DUR
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  #388  
Old July 17th, 2006, 11:38 PM
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Default Re: Carrier Battles Mod

You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat?

It is a wide rack
Better for gameplay using a mount, just don't pay too much attention to the description details here.

Oh, and population grows every year, rather than every month now.
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  #389  
Old July 18th, 2006, 12:20 AM

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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
You should always have your fighters launch from a carrier or a planet.
After all, how else are they going to get into the combat?

It is a wide rack
Better for gameplay using a mount, just don't pay too much attention to the description details here.

Oh, and population grows every year, rather than every month now.
Thanks for the first part, and I FINALLY figured out the second part. Combat begins soon...YAY! I built an early mini-carrier; can't wait to get it into the fray!
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  #390  
Old July 18th, 2006, 01:06 AM
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Default Re: Carrier Battles Mod

Excellent!

You will probably find that early on, with small fleets, missiles are king.
As the fleets get larger, point defense ships show up, and pave the way for assault ships.

That's when things get really interesting
The big, beefy warships with huge guns are always fun...
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