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Old July 24th, 2001, 08:45 AM
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Default Re: Basic Tech Mod Info

quote:
I looked over the file briefly, and it seems that for each improved missile warhead, you kept the same name. Right? Anyway, it might be a good idea to have SOME indication of what happened..lest people think they just got a duplicate tech.
Would it be better to do it the way I did the armor? I.e., Cap. Ship Missile I (1) ? The problem I ran into there was that, with three tech reqs, I'd need a Foobar I (1)(a) type system. Seemed kind of messy; but I'll give 'er a try.
quote:
Just checked out the mod and noticed one thing - ion engines are way to fast. In real life ion engines produce about the same thrust as you would feel when holding a piece of paper in your hand. What makes ion engines usefull is that they use very little feul and in space thrust is cumulative.
I couldn't quite bring myself to give ion engines thrust of 1 or 2, so I made them equal to the solid-fuel boosters (which is obviously not real-to-life). (Please note that the number of standard movement points produced by an engine is not the number of moves a ship will have.) My intent for ion drives was slowest speed, lowest fuel consumption, and highest number of moves possible (supplies stored/supplies used). I put each engine type in a different family because each one has a different situation it's best in. So, if you don't mind slow speeds, but you have a long way to go, you just might want to try out the ion drives. If you've re-modded in quantum reactors, then feel free to use fusion drives on everything.

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"The Unpronounceable" Krsqk
Basic Tech Mod
--Basic Tech Mod v.75
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The Unpronounceable Krsqk

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