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-   -   New SJ mod (http://forum.shrapnelgames.com/showthread.php?t=10942)

narf poit chez BOOM June 9th, 2004 07:37 AM

Re: New SJ mod
 
How tall are you? http://forum.shrapnelgames.com/images/icons/icon10.gif

Well, you wanted a question only you could answer...

...on this forum at least...

Suicide Junkie June 10th, 2004 12:06 AM

Re: New SJ mod
 
Actually, I seriously don't know the answer to that one...

It would also depend morning or evening...

Tesco or the Cap'n could probably guess better than I could, actually.

mottlee June 10th, 2004 05:49 PM

Re: New SJ mod
 
OK it may have been stated allready, what facility gets Rads in this mod, found the farmer haveing tuff time with the rads (not the name in the Mod)

JLS June 10th, 2004 06:07 PM

Re: New SJ mod
 
Mottlee

Solar Power Array or Fusion Reactor Facility - Both from Rad Extraction.

[ June 10, 2004, 19:23: Message edited by: JLS ]

Suicide Junkie June 10th, 2004 07:26 PM

Re: New SJ mod
 
Geothermal too.

Solar power station is, naturally based on the number of stars.

Fusion reactors require more maintenance, but produce constant power independent of the planet's value and happiness.

Geothermal facilities are normal value-dependent producers.

JLS June 10th, 2004 08:17 PM

Re: New SJ mod
 
Geothermal too http://forum.shrapnelgames.com/images/icons/icon12.gif

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 10, 2004, 19:24: Message edited by: JLS ]

mottlee June 10th, 2004 10:32 PM

Re: New SJ mod
 
I have built some of these and I do not see any thing in the resorces area on the planet screen!!??? Hmmm will look again but I duno http://forum.shrapnelgames.com/images/icons/icon9.gif
Thanks

mottlee June 10th, 2004 10:36 PM

Re: New SJ mod
 
Quote:

Originally posted by JLS:
Geothermal too http://forum.shrapnelgames.com/images/icons/icon12.gif

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace http://forum.shrapnelgames.com/images/icons/icon7.gif and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up http://forum.shrapnelgames.com/images/icons/icon9.gif

[ June 10, 2004, 21:42: Message edited by: mottlee ]

Suicide Junkie June 10th, 2004 11:05 PM

Re: New SJ mod
 
Yeah, the repair bay launches repair drones, which do the actual work http://forum.shrapnelgames.com/images/icons/icon7.gif

I was reading the AvP thread, and it gave me a good idea for a possible spacemonster race that would be good in this mod...

Basically, they'd just spam out troops and troop transports... No warships needed, they just try to overrun your defenses with massive numbers...

Given a fair sized fleet of transports, you probably won't be able to stop them all in one combat, and the rest will drop on your planets causing mayhem and destruction http://forum.shrapnelgames.com/images/icons/icon10.gif

-----

As for fusion powerplants...
they use the new generate points ability, so unfortunately you won't see the production in your totals.
It will be added to your storage though.

[ June 10, 2004, 22:07: Message edited by: Suicide Junkie ]

Aiken June 10th, 2004 11:54 PM

Re: New SJ mod
 
Before those nasty monsters could do some bad things on my planet, they should arrive there from deep space. And I assure you, my fleets won't allow them to do it http://forum.shrapnelgames.com/images/icons/icon7.gif


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