|
|
|
|
April 24th, 2001, 03:06 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Des Moines, IA
Posts: 257
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
patch 5 and emergency propulsion
Did the new patch limit the number of emergency propulsion pods that can be put on ships? If so, why? Thanks.
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
|
April 24th, 2001, 03:14 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: patch 5 and emergency propulsion
Just to prevent you from using one pod, moving, using another pod, moving more... etc
(See "the 98 movement baseship" thread )
__________________
Things you want:
|
April 24th, 2001, 03:18 PM
|
Major
|
|
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: patch 5 and emergency propulsion
If it was it was due to the problem discussed in an older thread. I think the thread was titled something like 'Baseship unlimited movement per turn' or something like that - you should be able to find it searching for those terms or with 'emergency resupply'.
Basically, it boiled down to this:
Baseship has, lets say, movement 8. You put 10 (or more or less) Emer Resupply Pods (with 5 movepoints each) and a repair module on said baseship. Baseship moves 8, activates TWO ERP's, moves 8 more, activates TWO MORE ERP's, moves 8 MORE, etc, etc. - you get the picture...
I don't know what the maximum move points per turn could be, but it is a LOT more than the designers originally intended - definitely an exploit IMO.
OOPS..posted at the same time, suicide_j....but now I know how many MP's it is - 98!!!
[This message has been edited by rdouglass (edited 24 April 2001).]
|
April 24th, 2001, 03:19 PM
|
|
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: patch 5 and emergency propulsion
*sigh*
|
April 26th, 2001, 12:24 AM
|
|
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: patch 5 and emergency propulsion
Well, I agree with the reasoning for making the change, but I must say that I liked the sheer thrill of the original's settings. They even allowed you to use EPs with Starbases (with some limitations). Boy, was that fun!
"This battle station is now the ultimate power in the universe!"
Nothing quite like finishing off your enemies with a Death Star.
Sigh ..... the good old days.
__________________
Give me a scenario editor, or give me death! Pretty please???
|
April 26th, 2001, 12:29 AM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: patch 5 and emergency propulsion
Well, y'know guys, it's real easy to edit the components and ship files to make real Death Stars and hyper-movement components, and to give them reasonable costs and limits, even.
PvK
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|