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  #1  
Old February 7th, 2006, 11:25 AM
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Default Re: Carrier Battles Mod

Well, in the old versions the carriers had to have a big maintenance penalty in order to keep them fair.
It was also a bit odd with the small-ship reactor mounts and the fact that fighter bays were only usable on carriers.

Now, carriers are regular ships, with a modest size bonus in exchange for the dedicated fighter/cargo stuff. The physics are now consistent, and it is even possible to put small fighter bays on all your warships, B5 style.

Theoretically, its an improvement. It is certainly a change in the atmosphere. Whether it is a practical improvement or not will be determined by the newly started PBW games.

---

As to the fighters, they have not changed in utility... the difference is in how you get them to combat in deep space.
The carriers are certainly smaller... but with the lower maintenance, you should actually be able to afford to bring more fighters into battle...

Plus, there is the ability to build fighter bays into your orbital platforms, and perhaps even a small set of fighters in your heavy satellites.
Fighters will be able to pop up everywhere
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Old February 22nd, 2006, 06:11 PM
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Default Re: Carrier Battles Mod

We have a couple of open slots in various games.

First come first served. There are two empires in great position just waiting for you.
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Old March 2nd, 2006, 12:56 AM
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Default Re: Carrier Battles Mod

In an amazing feat, Rollo has written up some AIs for Carrier Battles Mod!
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Old March 2nd, 2006, 01:43 AM
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Default Re: Carrier Battles Mod

Sweet, finally get to test it out!

I'll try out a game later tonight and post the results. Hopefully I can offer some suggestions, but from what Rollo has been saying, the AI is already scary good.
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Old March 2nd, 2006, 02:29 AM
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Default Re: Carrier Battles Mod

Updated, with improved troop usage by Rollo.
Attached Files
File Type: zip 408927-CarrierBattlesV1.5protoAI.zip (3.45 MB, 178 views)
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Old March 2nd, 2006, 02:40 AM
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Default Re: Carrier Battles Mod

Since your mod has its own pictures/game/dialogs folder, you'll need to add a startmenu.bmp file (736x536, but can be narrower).
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Old March 2nd, 2006, 07:31 PM
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Default Re: Carrier Battles Mod

Thank you for your kindness, but 'amazing feat' and 'scary good'? Let's just hold our horses for now =).
This is just a 4-day hack to get the ball rolling. I am sure there are many ways to improvement. I have only just recently (last week) found out about CB mod, so I am a total noob to the mechanics and since there was no AI for target practice, I decided to whip up something real quick. So credit goes to all, who advised me what to build =).

This is still step 1 of making the CB mod AI and is a work in progress. So if you have any suggestions for improvement, kindly post them here. We are looking for odd behavior concerning strategies, flaws in designs, and general good old bugginess.

Here are a few hints to playing with/testing the AI:
I'd recommend a low tech, one planet start, with no or low AI bonus, and low or medium random AIs + (optional) Neutrals. The AI script does not include the full tech tree and all design sizes, yet, but should be good for about 150 turns or so. .emp files don't exsist, so you have your races added randomly. The Phong.emps that are in the /empires folder are leftover from development and should _not_ be used, since they contain a faulty strategy.

That's all I can think off for now. I am going to be away for 10 days, leaving tomorrow, and looking forward to your suggestions, bug reports, and after action reports. So can implement them when I get back and continue to improve the AI. Top of the list is getting research and designs done for the full tech tree, of course. Have fun! =)
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