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				July 17th, 2006, 12:30 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: Carrier Battles Mod 
 The one at a time building is an unavoidable side effect.
 The intention is to make them require resupply and repairs after combat.
 To make them spread out, and allow formations.
 
 Generally, it was done to avoid the lame satellite stacking you see in stock, and to make them detailed and useful combat units.
 
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				July 17th, 2006, 12:59 AM
			
			
			
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				 Re: Carrier Battles Mod 
 Now that is NOT a bad idea.  Mind if I use it? 
				__________________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 17th, 2006, 01:32 PM
			
			
			
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				 Re: Carrier Battles Mod 
 
	Quote: 
	
		| Atrocities said: Now that is NOT a bad idea.  Mind if I use it?
 
 |  And fighters work the same way? (im running on memory here since I'm at work!)
 
It just seems like it will take forever to get a large fighter force up and running when building them one at a time. |  
	
		
	
	
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				July 17th, 2006, 04:47 PM
			
			
			
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				 Re: Carrier Battles Mod 
 No, fighters in CBmod are still fighters - else they would not be loadable on ships  
				__________________The Ed draws near! What dost thou deaux?
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				July 17th, 2006, 06:04 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Thanks, Ed Kolis. I'll check it out tonight some more. |  
	
		
	
	
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				July 17th, 2006, 08:41 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Fighters have a similar end result, although the causes/reasons are different. 
Launching fighters in groups of, say 25, will get your navy slaughtered.  Covert Jaguar had to learn this the hard way   
Launching fighters in groups of three (the default), will keep you competitive in battles.  For particularily large fleets (300+), where there simply aren't enough combat squares to launch in groups of three, fives or eights can be useful.
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				July 17th, 2006, 11:16 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Has anyone noticed that with fighters in the simulator, if you have more than one fighter in a group, the second fighter won't have any supplies? Anyone know a way around that?
 Also...shouldn't external racks be a one shot deal?
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				July 17th, 2006, 01:48 AM
			
			
			
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				 Re: Carrier Battles Mod 
 
	Quote: 
	
		| Suicide Junkie said: The one at a time building is an unavoidable side effect.
 
 |  Ahh, well, if you want one satellite to represent more than one, then make a satellite mount that reduces the weapon tonnage.
 
I'm not sure how the building shipyards go in CBmod, but my shipyards allow me to spend about 3000 minerals per turn. So if I want one satellite built per turn  
so it acts as a ship, can be deployed in formations, and be repaired and all that jazz, but want to represent that each satellite is actually 4, then a general weapon mount for satellites would be made at 25% of tonnage cost. So you'd have one satellite, just with 4x the weaponry on it as an example. |  
	
		
	
	
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				July 17th, 2006, 08:33 AM
			
			
			
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				 Re: Carrier Battles Mod 
 Go ahead, Atro.
 Dizzy, that's not an issue.
 Just use BSYs or SYSs to build the satellites.
 
 Besides, sats in CB are quite strong compared to stock... each one is already big enough to rival a frigate since the sat dosen't use engines or crew.
 
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				July 17th, 2006, 09:01 AM
			
			
			
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				 Re: Carrier Battles Mod 
 Like I said... I dont know how yours works, but CBmod is the next one Im trying. 
 Instead of calling it a satellite... you could call it a satellite group, not for you SJ, but this was my reply to the others discussing yours.
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