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Re: New SJ mod
It is on the Image Mod Site. Here's the Link to the file http://forum.shrapnelgames.com/images/icons/icon7.gif
http://imagemodserver.mine.nu/other/...mbatpack10.zip |
Re: New SJ mod
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Re: New SJ mod
Site listed in the sticky above, is on the mirror site so I found it
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Re: New SJ mod
SJ, Maint facility will do no repairs, ran it for 3 turns and did not fix ship in orbit, unless there need to be something I am missing at the location
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Re: New SJ mod
Maintenance Yard is capable to repair 1 comp/turn. And if you have Repair apttitude lower than 100% it won't repair nothing at all.
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Re: New SJ mod
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(edit) it is working??!! just, I guess needed to run longer http://forum.shrapnelgames.com/image...s/confused.gif [ July 05, 2004, 19:48: Message edited by: mottlee ] |
Re: New SJ mod
Add anything else to the sector that has a repair of at least one, and it will be able to. Remember, it is total repair rate in the entire sector that is affected by the racial trait, not individual components, facilities, etc.
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Re: New SJ mod
In general, you'll want to spam a few tens of repair drones into space to do your repairs.
The maintenance yards are nice for when you want to do either minor or long-term retrofits without having to keep building and launching drones. For intermediate or volume repairs, drones are definitely the way to go. Just toss 50 or 100 up there, and you can grind through the heavy damage. --- PS: Check your abilities tab to see what your racial modifiers are for repair. Unless your repair modifier is below 50%, two repair points per sector will be enough to get you started. Below 50, just spam drones up there and forget about maintenance yards. Setting your repair skill to 3 or 4 HUNDRED % makes the maintenance yards quite effective. |
Re: New SJ mod
So SJ when is the next up-date on your mod?
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Re: New SJ mod
Classes are getting thick now, so I won't be doing anything major for a while.
Mid august I'm totally done, and will have some of that legendary free time once again. |
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