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  #81  
Old February 9th, 2005, 10:31 PM

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Default Re: Carrier Battles Mod

Speaking of strategies, what happens if two types of fighters in a stack have different strategies?
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  #82  
Old February 9th, 2005, 10:51 PM
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Default Re: Carrier Battles Mod

Quote:
TurinTurambar said:
Uh... hate to sound dense... but remind me what program opens a .rar file...

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  #83  
Old February 9th, 2005, 11:06 PM
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Default Re: Carrier Battles Mod

In combat, they'll be launched as separate stacks, I'm pretty sure.

Strategic launched mixed stacks would probably use the strategy of the first fighter to be launched.

However, since large stacks of fighters are bad for combat, and for the most part, fighters don't have strategic movement, this shouldn't come up too often.
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  #84  
Old February 14th, 2005, 11:06 PM
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Default Re: Carrier Battles Mod

The zip has been updated on imagemodserver (under miscellaneous mods)

I've fleshed out the direct fire weapons tech, and picked out some nifty images for them all.

---

Suggestions and comments are welcome.

PS:
For winamp users, I made this the other night:
http://imagemodserver.mine.nu/nick/t...ara_Sunset.avs
Pretty nifty.
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  #85  
Old February 15th, 2005, 12:11 PM
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Default Re: Carrier Battles Mod

SJ, if you're planning to add more cultures, take a look at this. Adds a helluva lot of cultures. Some may be too powerful/too weak for Carrier Battles, but check it out.
Attached Files
File Type: txt 332206-Cultures.txt (33.3 KB, 111 views)
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  #86  
Old February 15th, 2005, 12:50 PM
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Default Re: Carrier Battles Mod

Inter-Species Intelligence Agency?

For a culture? That seems kind of silly.
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  #87  
Old February 15th, 2005, 01:11 PM
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Default Re: Carrier Battles Mod

I've dome cultures of all kinds - societies, government types, and even corporate structures. Now, an independent organization COULD be working as an inter-species intelligence agency... hiring themselves out to the highest bidder or simly trying to grab power by means of intelligence.

Note, however, that this was part of the Cultures and Demeanros Add-On, which also explains the 40% maint reduction as it has a modified Settings.txt with 50% standard manintenance.
The full C&D version 1.01 zip file can be found here:
http://www.shrapnelcommunity.com/thr...t=1&PHPSESSID=
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  #88  
Old February 15th, 2005, 02:02 PM
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Default Re: Carrier Battles Mod

I can see that, but it seems unlikely that an entire species would comprise a multi-species intelligence agency..that's all
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  #89  
Old February 15th, 2005, 05:23 PM
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Default Re: Carrier Battles Mod

I'm not too worried about cultures at the moment.
I will take a look at the link, though.

What I'm interested in at the moment is making sure the weapons are reasonably balanced, and that there are no major gameplay problems.

I think facilities will be next, followed by intel projects. That should cover the core mod files.

After that, the extra cultures, random map balancing, funky racial techs, default name files, etc will be extras.
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  #90  
Old February 16th, 2005, 07:16 PM
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Default Re: Carrier Battles Mod

As I have said before, I love this mod. Now all I want is a working AI and a finished off component tree.
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