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  #71  
Old February 9th, 2005, 01:59 AM
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Default 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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  #72  
Old February 9th, 2005, 02:36 AM
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Default 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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  #73  
Old February 9th, 2005, 04:43 PM

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Default 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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  #74  
Old February 9th, 2005, 04:53 PM
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Default 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.

---

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.

---

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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  #75  
Old February 9th, 2005, 06:45 PM
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Default 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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  #76  
Old February 9th, 2005, 07:05 PM
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Default 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...)

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  #77  
Old February 9th, 2005, 07:16 PM
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Default 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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  #78  
Old February 9th, 2005, 09:14 PM
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Default Re: Carrier Battles Mod

Quote:
They'll just get cut to shreds by the sheer volume of tiny guns.
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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  #79  
Old February 9th, 2005, 09:48 PM
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Default 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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  #80  
Old February 9th, 2005, 10:29 PM
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Default Re: Carrier Battles Mod

Uh... hate to sound dense... but remind me what program opens a .rar file...

Turin
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