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February 9th, 2005, 01:59 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
Updated the posted zip on imagemodserver...
I'll probably be writing out the weapon level II to X components soon, and adding the Masochistic happiness type from GritEcon
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February 9th, 2005, 02:36 AM
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Corporal
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Re: Carrier Battles Mod
I think Preservationists could be more indepth. I mean what that really says to me is that their stuff is built to last, right? Well it stands to reason that it would be tougher, too. Just something that struck me.
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February 9th, 2005, 04:43 PM
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Corporal
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Re: Carrier Battles Mod
The problem with capital ships shooting at fighters, is that the AI always shoot to whatever is closer, so it waste all its shots on fighters that cna rarely be hit because of the size bonuses.
That's why I believe ship weaponry should not be capable of shooting at fighters at all. Only PD cannons and/or missiles should.
The AI behaves like a WW2 battleship prefering to fire its 14 inch guns at a fighter flying close-by than at the big enenmy battleship half a mile away.
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February 9th, 2005, 04:53 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Actually, that depends entirely on your strategies.
You can make your battleship run and try to chase down missiles if you set them to do so.
If you check off the "use type priorities" option, you can sort the targetting priority by ships/fighters/missiles/planets/etc.
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PS:
In this mod, you really don't want your capital ships running through the cloud of fighters in the hopes of getting into range of a ship across the map. They'll just get cut to shreds by the sheer volume of tiny guns.
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Re: Preservationists
The culture settings don't have an option for scaling hitpoints.
It could perhaps be simulated with a small combat bonus, but I think the culture is already quite powerful.
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February 9th, 2005, 06:45 PM
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Captain
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Join Date: Jun 2001
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Re: Carrier Battles Mod
In regards to expanding out the weapons levels:
Couldn't you just use the tech gridder to automaticly do this?
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February 9th, 2005, 07:05 PM
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Captain
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Re: Carrier Battles Mod
As I said earlier, I've never even bothered to install a single mod before, but you can bet I'll cut my teeth on this one!
I'm positively giddy with anticipation!
Umm... can you say "giddy" without sounding totally gay?
(Not that there's anything wrong with that...)
Turin
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Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp
'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al
"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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February 9th, 2005, 07:16 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
ZA:
Sure, but the gridder can't pick balanced numbers for you
Turin:
You may want to download and install the imagemodpacks while you wait, since this will definitely need the combatpack, componentpack, and probably the facilitypack.
http://imagemodserver.mine.nu/other/MM/SE4/imagemod/
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February 9th, 2005, 09:14 PM
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Sergeant
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Re: Carrier Battles Mod
Quote:
They'll just get cut to shreds by the sheer volume of tiny guns.
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This sounds like a problem to me, at least at first glance. Let me know if I'm right, because the impression I get from this statement is that of a swarm of Wildcats being able to strafe the Yamato to death. That's something I don't think should happen, so perhaps some emissive armor is in order. (Or just targetting restrictions. Might be easier)
A swarm of Dauntlesses dive-bombing the Yamato to death, well, that's a different story.
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February 9th, 2005, 09:48 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
The leaky shields do help a LOT against the tiny fighter weapons, and if you force them to spread out into smaller stacks with anti-fighter missiles, then the leaky shields work even better.
But when there are hundreds of fighters zinging around, some with mini-torpedoes, you'll simply get crushed by the massive volume of fire... one of those hits will leak through to a shield generator and your defenses will start to crumble.
The distraction may be worth it, and allow your fighters to get a few rounds of free hits to turn the tide of the fighter war, or the enemy fighters may just ignore your ship in favour of blasting at your cloud of fighters.
It all depends on the strategies you each have set, really.
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February 9th, 2005, 10:29 PM
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Captain
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Re: Carrier Battles Mod
Uh... hate to sound dense... but remind me what program opens a .rar file...
Turin
__________________
Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp
'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al
"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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