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February 8th, 2005, 08:37 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Carrier Battles Mod
A disposable economy race would have an advantage on defense due to the rapid replacement of units, yes, but they'd also be at a disadvantage on offence, since they can't field as many carriers. And we all know, fighting a strategic defense is bad news.
I would also expect everybody's planets to be chock-full of fighters and troops, regardless of their culture. Most of the time, at least... you could always attack early after colonization, or right after a large fleet has restocked and moved out.
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It'll all come out in playtesting, though, and I'm expecting to have to change the numbers at least a bit.
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February 9th, 2005, 01:59 AM
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Shrapnel Fanatic
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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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February 9th, 2005, 02:36 AM
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Corporal
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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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February 9th, 2005, 04:43 PM
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Corporal
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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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February 9th, 2005, 04:53 PM
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Shrapnel Fanatic
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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.
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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.
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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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February 9th, 2005, 06:45 PM
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Captain
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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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February 9th, 2005, 07:05 PM
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Captain
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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...)
 Turin
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February 9th, 2005, 07:16 PM
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Shrapnel Fanatic
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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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