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  #431  
Old July 28th, 2006, 08:23 PM
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Default Re: Carrier Battles Mod

Here is the updated basic version (4.5mb)
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File Type: zip 436512-CarrierBattlesv1.6a.zip (4.58 MB, 66 views)
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  #432  
Old July 28th, 2006, 08:23 PM
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Default Re: Carrier Battles Mod

An update; default events were a little too extreme.
This is the full atrocities version (8mb)
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File Type: zip 436513-CarrierBattles1.6a.zip (8.50 MB, 70 views)
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  #433  
Old August 1st, 2006, 04:59 PM

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Default Re: Carrier Battles Mod

OK my comments regarding long range weapons and plasma weapons being nerf magnets sure as hell didn't even contemplate situations where 300 ships engage. However I'm going to revisit this subject after some more review.
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  #434  
Old August 1st, 2006, 09:17 PM
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Default Re: Carrier Battles Mod

Yeah, SJ and them get some insane battle going in pbw. All weapons in CB have their uses, and that's part of what makes it so awesome.
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  #435  
Old August 6th, 2006, 01:54 AM

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Default Re: Carrier Battles Mod

I'm getting an invalid culture error for the Imperials. they're warriors instead of berserkers.
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  #436  
Old August 6th, 2006, 05:43 PM
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Default Re: Carrier Battles Mod

Easy enough to fix when I get back from the cottage.
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  #437  
Old August 6th, 2006, 09:43 PM
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Default PISSED !!!

I downloaded Carrier Battles v1.6a, started a game, and so far it's an exercise in frustration: fighters WON'T load onto my carriers, Kinetic Missiles won't target seekers, and my ships all run out of supplies BEFORE they even leave the system.

What is the point of THIS???
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  #438  
Old August 6th, 2006, 11:41 PM

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Default Re: PISSED !!!

Make sure you're putting supply pods on your ships. you NEED them.

The Anti-missle missles only work in strategic combat, not tactical.

The Fighter bays have no cargo capacity in and of themselves. But you are forced to add cargo bays, too, so I don't know why the fighters wouldn't be loading...
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  #439  
Old August 7th, 2006, 10:11 PM
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Default Re: PISSED !!!

Dumbluck has most of the answers covered.

The SE4 UI does not support targetting seekers; use AUTO tactical, or strategic. Preferably simultaneous turns.

Might you be designing a carrier using a warship hull? That would allow you to put a fighter bay, but no cargo bays.
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  #440  
Old August 8th, 2006, 10:39 AM
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Default Re: PISSED !!!

I built Carriers on designated Carrier hulls, complete with cargo storage, then built fighters. Once the fighters were built I couldn't load them on the carrier. They also could not move within the system they were in. They were stuck, frackin' useless, on they planet they were built.

I tried the Kinetic Missiles in Non-auto tactical combat, and nothing happened. It wouldn't target or fire at any seekers fired at my ship. I was fully equipped to handle incoming missiles and got hammered because not a single frackin' thing worked like it said it would.
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