Yeah, there are more description type-Os, that need fixing, Q-Brigid is helping us with this.
I removed the Base Repair Bay component; Maint Modifier and reduced the Cost back to basic se4, this resolves the maintenance stacking issue we had with the Yard and the Repair Bay.
I tested it and that works fine again.
This also reduces the build time for the Human Player for forward Repair Base Stations back to normal, something I did not originally want for AI Balance, but it will also address PTF’s scenario some what..
Thanks on ECM VII, it will be resolved.
[ April 08, 2003, 21:48: Message edited by: JLS ]