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  #371  
Old July 12th, 2006, 08:34 AM
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Default Re: Carrier Battles Mod

1) Yeah, that's why I updated the links, and solid shields were intentionally removed.

2) Since you're gonna have the ISBMs, you should probably remove the PBMs, or change them into warheads for the ISBMs.

3) Armor skipping weapons won't do much. They act more like shield skipping weapons, since the mod uses leaky shields and armor.

4) Once you've got the basics working, I suggest cranking the number of stealth/scanner levels up to 50 or so, to prevent the arms race from fizzling out in the early turns of a game.
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  #372  
Old July 12th, 2006, 04:56 PM
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Default Re: Carrier Battles Mod

1. What links were updated? I only downloaded this yestarday.

2. PBMS - ?

3 - thats fine, just gives the subs their own weapon.
4 - ? The cloaking ability is built into the hulls.. can you give more advise on this.

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  #373  
Old July 12th, 2006, 04:57 PM
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Default Re: Carrier Battles Mod

2. Planetary Bombardment Missiles
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  #374  
Old July 12th, 2006, 08:23 PM
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Default Re: Carrier Battles Mod

The Subspace ships sound pretty cool. How are you going to restrict components to the subspace hulls? Mounts?
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  #375  
Old July 12th, 2006, 09:58 PM
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Default Re: Carrier Battles Mod

yes mounts and racial trait.
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  #376  
Old July 17th, 2006, 12:07 AM

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Default Re: Carrier Battles Mod

Question:

Why are satellites considered ships in this mod? Was the intention to make them only able to be constructed one at a time?
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  #377  
Old July 17th, 2006, 12:30 AM
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Default 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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  #378  
Old July 17th, 2006, 12:59 AM
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Default Re: Carrier Battles Mod

Now that is NOT a bad idea. Mind if I use it?
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  #379  
Old July 17th, 2006, 01:48 AM

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Default 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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  #380  
Old July 17th, 2006, 08:33 AM
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Default 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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