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				March 27th, 2006, 01:18 AM
			
			
			
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				 Re: Carrier Battles Mod 
 
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				July 10th, 2006, 08:11 PM
			
			
			
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				 Re: Carrier Battles Mod 
 http://www.shrapnelcommunity.com/thr...?Number=434007
It has been a while, but v1.6 is now ready for PBW games.
 
It features: 
 - Support for JunkyardWars style games (No research, lots of normal tech ruins) 
 - Unique ruins tech to discover. 
 - Allows ring and sphereworlds to be placed using the map editor. 
 - Allows more flexible tech disabling, including separate toggles for Plague Intel and Sabotage intel (as separate from the information gathering) 
 - Efficient workers tweaked; -50% to research 
 - Explosive/Nuclear missile reload rates increased to balance damage factor. 
 - Planetary Bombardment missile damage reduced drastically. 
 - New intro screen 
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				July 11th, 2006, 10:13 AM
			
			
			
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				 Re: Carrier Battles Mod 
 Awesome SJ - I've thoroughly enjoyed CBMod.  It has renewed my se4 lust.  It withered for a while when JLS disappeared and AIC updates stopped... mainly because vanilla AI is just horrible.
 So... thanks for the next installment!
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				July 11th, 2006, 12:16 PM
			
			
			
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					Join Date: Apr 2001 Location: Cincinnati, Ohio, USA 
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				 Re: Carrier Battles Mod 
 Hmm... those first 2 options make me wonder, should I not have picked the two scavenger traits in the LOTR game? 
				__________________The Ed draws near! What dost thou deaux?
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				July 11th, 2006, 07:47 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Yes and no...
 If you choose the major trait, the minor one is redundant and a waste of points.
 
 No traits gets you nerfed versions of the ruins tech when you colonize the ruins.
 Scavengers gets you regular ruins tech.
 Xenoachaeologists gets you beefy versions of the ruins tech.
 
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				July 11th, 2006, 07:57 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Oh, OK... I'll redo my empire file taking only one of the traits then! Thanks! Though perhaps you should clarify that in future versions / to the other players... 
				__________________The Ed draws near! What dost thou deaux?
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				July 11th, 2006, 08:39 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Here is an update for you, Ed.
 The new v1.6, with some tweaked descriptions.  (4 megs)
 
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				July 12th, 2006, 03:59 AM
			
			
			
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				 Re: Carrier Battles Mod 
 SJ I am getting a lot AI_General, and Research errors popping up in v1.6. 
When you changed the Racial Traits and tech area files you might have caused some collateral damage to the AI files.    
Also do you mind if I work on a modified version of your mod? Just something that I wanted to play around with and if I can get it too work I would like to post it, with your permission.
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				July 12th, 2006, 04:05 AM
			
			
			
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				 Re: Carrier Battles Mod 
 I also found a spacing error in the components file right above Steel Armor Plating.
 The missing Tech Area tech is Solid Shields.
 
 The missing Racial Trait is Hardy Industrialists.
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				July 12th, 2006, 04:59 AM
			
			
			
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				 Re: Carrier Battles Mod 
 I wanted to try out that Subspace idea I had and your mod seemed like the best way to go.  
 This is what I have done.  (I have not updated the research file yet, but I will)
 
 Added Two New Racial Traits:
 Subspace Warfare	Tech Area 100
 Description:	Technology that allows ships to slip into subspace thus rendering them nearly invisible.
 
 Electronic Warfare	Tech Area 101
 Description:	Gives technology that can detect ships hidding in subspace.
 
 Added Two New Technologies
 Subspace Warfare	Max Lv 3
 
 Electronic Warfare	Max Lv 3 (Requires Automation Lv 6)
 
 Added Three New Hulls
 Subspace Attack Ship
 Description: Fast attack subspace ship.
 
 Subspace ISBM Carrier
 Description: 	Slower moving ship that can carry Inter-Stellar Ballistic Missile
 
 ISBM
 Description:	Inter-Stellar Ballistic Missile
 
 Added New Components:
 Phalanx Torpedo I - III		Skips Shields and Armor
 Description:	A devastating powerful torpedo used by subspace ships against other ships.
 NOTE:		Require a mount. Has a reload rate of 3, Restriction of 4 per ship, and is exclusive to the subspace ships
 
 ISBM Launcher
 Description:	Launches ISBM's into space
 NOTE:		Cargo of 100kt (Enough for 1 ISBM)
 
 ISBM Guidance System
 
 ISBM Engine
 
 ISBM Warhead I - III
 Description:	Large nuclear warhead which will cause massive damage when it hits an enemy planet.
 NOTE:		Dam 500, 700, 1000 at range 1 only
 SUB NOTE:	ISBM can only have one warhead.
 
 Electronic Sensors
 Description:	Advanced sensors which scans all electro-magnetic bands to detect ships hidden ships in subspace.
 NOTE:		Requires mount. Only a Destroyer can use it. Can detect Lv 6 EM.
 
 Subspace Charge I - III 	Skips Armor
 Description:	Subspace charges are used against ships hidden in subspace. They can also damage ships in normal space.
 NOTE:		Reload rate 2, damage 25,25,25 - 25,25,25,25 - 25,25,25,25,25, Requires Mount and can only be mounted on a Destroyer
 
 Added New Mounts:
 Phalanx Torpedo Mount
 Description:	Mount scales Phalanx Torpedo for use with Subspace Attach Ship
 
 Phalanx Torpedo Mount
 Description:	Mount scales Phalanx Torpedo for use with Subspace ISBM Carrier
 
 ISBM Launcher Mount
 Description:	Mount scales ISBM Launcher to fit on Subspace ISBM Carrier.
 
 Electronic Sensors Mount
 Description:	Mount scales Electronic Sensors component to fit onto a Destroyer hull.
 
 Subspace Charge Mount
 Description:	Mount scales Subspace Charge to fit onto a Destroyer hull.
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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