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No movement required for Bases
Do you think MM should change bases so they don't need "remaining movement" for stellar manipulation componets? (so they could use them!) yes/no
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Re: No movement required for Bases
I think that the stellar manip components should have an ability -"requires remaining movement".
Then you can turn the Base-StellarManip on and off for different types of SM. More modding options will never hurt. |
Re: No movement required for Bases
That would be even better, but I would settle for MM to simply change it so bases can use Warp point open/closers and planet/star busters (Oh, you think you've captured my system... but If I can't have it then nobody will. Activate the Doomsday protocol!)
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Re: No movement required for Bases
Then how the heck do you make a ringworld? The ringworld generator is too huge to put on anything but a base, and the base can't have movement points, how does that work anyways?
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Re: No movement required for Bases
You build ship based shipyards, move to a star and build the bases with ringworlds components there onsite.
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Re: No movement required for Bases
And, obviously, the Ringworld/Sphereworld creator component doesn't require remaining movement. Don't know why it's treated differently than other SM components...
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Re: No movement required for Bases
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by DirectorTsaarx:
And, obviously, the Ringworld/Sphereworld creator component doesn't require remaining movement. Don't know why it's treated differently than other SM components...<HR></BLOCKQUOTE> Simple. Because you can't build it on anything but a SB. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif LL |
Re: No movement required for Bases
Thanks, Lazarus...
Actually, I mistyped - I meant, I don't know HOW it's different from the other components. In other words, what did MM do differently to the code to make the ringworld/sphereworld components not require movement. After all, if it was just something in the data files, the modders would have "fixed" other components to work the same way... |
Re: No movement required for Bases
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Possum:
Then how the heck do you make a ringworld? <HR></BLOCKQUOTE> Mabbe ya just don't... |
Re: No movement required for Bases
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lucanos:
Mabbe ya just don't...<HR></BLOCKQUOTE> I have seen the light! Err... I mean, I have seen a ringworld. They *do* exist! At least, I hope they do, I think I've read a hundred Posts now that talk about how to build them faster. :-) |
Re: No movement required for Bases
Oh ringworlds exists... One game I had 3 sphereworlds, 1 around each star in a trinary system. Talk about overkill!
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Re: No movement required for Bases
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Trachmyr:
Oh ringworlds exists... One game I had 3 sphereworlds, 1 around each star in a trinary system. Talk about overkill!<HR></BLOCKQUOTE> Nah..I don't think they're overkill, they can make for a cool game. I've said this before in other Posts, but you should try it. Build a sphereworld, put a few WP's and orbiting SY's on / around it. Then give EVERYTHING ELSE away to the AI (except anything in orbit around your SW so you don't get blockaded). Makes for a cool game IMO. It takes a little while to get to that point, but it really gives you a 'underdog' feeling without a base (points, etc.) to work with. |
Re: No movement required for Bases
The first time I made a sphereworld I had intended to make a ring world but I mis counted the number of facilities required (oops!) the damn thing almost sent me into bankrupcy! Thats what you get for not mining and just focusing on research (I had closed the warp points to my only enemy in the dead zone ( burn planets burn http://www.shrapnelgames.com/ubb/images/icons/icon7.gif )
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