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  #311  
Old January 31st, 2006, 06:02 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
I'm thinking of starting a long turn-time CBmod game for those who want to try the game, but don't have reliable access or time to play.

Probably a weekly turn limit.
To speed things up, I'll make it a small map and a 5 or 10 planet start.

How many people would be interested?

Ok, SJ sangged me. I'm gonna be a daddy again in a couple of weeks so I may miss some turns if that doesn't upset too many people.

I've read thru most of the courses (neat idea by the way) on this mod but I'll state right now that I will probably ask at least 1 Brazilian questions about the mechanics of this mod so be patient.

I'll join up in a day or two. I'm really to busy for this but, hey, who needs to sleep?
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  #312  
Old January 31st, 2006, 07:29 PM
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Default Re: Carrier Battles Mod

ZA, sweet! Can we see it?

Slick; I reccommend asking this Canadian guy instead
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  #313  
Old January 31st, 2006, 09:26 PM
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Default Re: Carrier Battles Mod

Ok, stupid question time:

#1) I'm downloading CB mod 1.4a. Do I need any other mods, like Imagemod and version? I have installed a kinda old Imagemod, not sure what version

edit: I'm getting an error on the Imagemod server. Unable to download 1.4a

edit2: nevermind, it's working now.

#2) anything special I need to know about creating an empire?
#3) What anything special I need to do before joining the game?
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  #314  
Old January 31st, 2006, 09:44 PM
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Default Re: Carrier Battles Mod

You should update your image mod to the latest version just to be up to date..

SJ has some good help info for the mod.

#3 - nodoze, alcohol, lots of it, vizine, a new mouse, food close at hand, and 1000 songs loaded and ready to play in your MP3 player.

Good luck.
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  #315  
Old January 31st, 2006, 11:07 PM
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Default Re: Carrier Battles Mod

#2:
- Play test your empire in single player to make sure you know how it works, and that it isn't totally crippled in an unexpected area.

Remember to design a variety of ships. Consider the potential roles they can play in combat and optimize them for it. Pay attention to other players' designs and steal any good ideas.
A mixed fleet does better than a monolithic fleet! You'll need short range assault ships, PD ships, missile bombardment, interceptors, bombers and dogfighters. Even some thick hide cannon fodder fighters to clog up space and slow enemy movement in big battles.

Be careful with your culture selection. It will affect your whole race's outlook far more than any mere stock racial tech does. Try to pick one that matches your personal philosophy. They're all playable if you push hard on the advantages, and cover the weak spots as best you can.

Be *very* careful about your happiness type!
Peaceful hates fighing, but will let you build planetary defenses. !!!Not uber like in stock!!!
Bloodthirsty needs to fight, and will get mad about planetary defenses.
Masochistic is pretty funky; they get happy when bad things happen, and angry when good things happen. However, it does mean instant jubilant status if the enemy lands troops on your planets
Provincial is not-quite emotionless. They won't turn on you unless you screw up in their eyes repeatedly for a long time. They prefer a boring lifestyle.
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  #316  
Old February 1st, 2006, 01:19 AM
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Default Re: Carrier Battles Mod

Just want to stress what SJ said about culture for this mod. I'm a Disposable Society in CB#2 (puke's empire) and it took me about 35 turns to realize that I need to ignore most of what is in SJ's CB School of Design. For everyone else in Carrier Battles, and in most other mods, you want to design ships that will fail gracefully, and still be able to fight with half damage. You can repair it later, and the more battles a ship fights in, the more experience bonus it gets. With Disposable Society, you want a ship to fight at full force for as long as possible, then die quickly Disposable's strength is in spamming opponents with wave after wave of latest-tech ships. Unless a ship has taken very light damage (a few armour components, maybe a weapon lost), it's better to leave them behind, and find a way to destory them yourself, since it's expensive to maintain the ships. It's not worth it to train ships; in the several turns it takes to train, you've spent enough in maintainence to construct another two waves of throw-away ships. And since you construct at double the rate of anyone else, it's a lot easier to build a fleet quickly.

I'm sure I'll be learning even more about it soon... but I'll be learning a different style for the Weekly game
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  #317  
Old February 1st, 2006, 06:15 PM
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Default Re: Carrier Battles Mod

This is actually an SEV question, but I do think it would be appropriate to CBM...

In SE3 you could launch, and recover fighters on your carrier. I haven't played SE3 in awhile and really don't remember how the AI handled that...In SE4 you can only launch with no recovery in combat. I feel that this should be an option in SE5. Do we think that the AI can handle this properly in combat? Do we know if this is being considered in SE5?

Kana
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  #318  
Old February 1st, 2006, 06:44 PM
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Default Re: Carrier Battles Mod

The AI didn't handle it in SE3.
Just launch, and fight to the death.

In CBmod, you get to recover the fighters after 30 turns of fighting, so you can reasonably land & relaunch them in a big battle.

SE5 will be fancier, so who knows.
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  #319  
Old February 1st, 2006, 07:00 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
...so who knows.

I'm sure you do, but I understand...
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  #320  
Old February 2nd, 2006, 11:13 PM
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Default Re: Carrier Battles Mod

Ok I applied to join the CB weekly game. I installed the latest image mod. Somebody needs to make an installer for that beast. I started a test game at home and got some errors with randomly generated AI empires at game start. It appears like these errors won't be a problem, but some of the AI advanced traits, for example, were not recognized due to not being in CB mod. We'll see how bad this turns out to be...

Edit: I got lots of errors and the game crashed hard on the 2nd turn. How do I get the feel of the mod in a single player game?
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