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  #101  
Old May 29th, 2004, 09:53 PM
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Default Re: New SJ mod

I'm playing as Rock native race, and can't find a Ice or Gas colonisation tech to research. Are they forbiden?
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  #102  
Old May 29th, 2004, 09:56 PM
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Default Re: New SJ mod

Feel free to use the SystemNames.txt file from FQM, with over 40,000 names.
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  #103  
Old May 29th, 2004, 10:23 PM
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Default Re: New SJ mod

Re: Colony techs.

That is correct.
The only way to get colonies on foreign worlds is to capture or trade for them.

That is also why the cost for those traits is so high.

-----

Re: Colony mount
It also increases the cost by a lot, and the maintenance goes through the roof, so you won't want to use it on common components.

I thought I had it locked down already, but I guess not.
Fix coming up.

-----

Re: miners.
Thanks, I forgot about those.
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  #104  
Old May 30th, 2004, 12:20 PM
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Default Re: New SJ mod

Hi, again.
Recently I've decided to speed up production in one of my colonies. So I pushed Emergency build and ... my production rate went down to a half of default prod rate. :-[====]
First of all I got frightened about hallucinations and such. But when I looked into the settings.txt:

Maximum Emergency Build Turns := 1000 wow!
Construction Queue Emergency Build Rate Percent := 50
Construction Queue Slow Build Rate Percent := 150

LOL. But, seriously, is it bug or feature?
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  #105  
Old May 30th, 2004, 12:22 PM
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Default Re: New SJ mod

Feature
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  #106  
Old May 30th, 2004, 03:27 PM
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Default Re: New SJ mod

No way, it's an SJ typo. The emergency build rate should 150% and the slow rate 50%.
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  #107  
Old May 30th, 2004, 03:39 PM
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Default Re: New SJ mod

I think it is indeed a feature, as SJ wouldn't have allowed for unlimited Emergency Build if it was quicker than regular build. This way, you have to put Emergency Build on, lowering your present build rates, in order to increase your building rates later on (once you turn Emergency Build off).

It is a very nice change gameplay wise, but sadly you cannot change the names "Slow Build" and "Emergency Build" as it goes the other way around here.
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  #108  
Old May 30th, 2004, 03:51 PM

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Default Re: New SJ mod

Wow, what a cool idea...
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  #109  
Old May 30th, 2004, 04:19 PM
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Default Re: New SJ mod

I never thought about it that way. That'd be an interesting way for sure! You have to 'pay for it' in advance rather than later on.
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  #110  
Old May 30th, 2004, 04:45 PM
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Default Re: New SJ mod

I don't think there is anything I can add to this except a confirmation.

Excellent response time, too. I love this forum


-----

As for practical uses of the build rates, I expect it will work very well if you turn it on for your BSYs, and let them build a turn's worth of infantry on repeat build.
Then when you spot the enemy, you can turn it off and pump out the high tech ships you need.

-----

PS:
Sorry for the delay, I almost finished the updates, but got another great idea from IRC.

A racial trait which provides +1 range to ship weapons, and a second which boosts accuracy.

[ May 30, 2004, 15:48: Message edited by: Suicide Junkie ]
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