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  #111  
Old December 18th, 2003, 07:56 PM
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Default Re: New PBEM/PBW Game: Adamant 011

And notice how hard is make fast long range colony ships.
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  #112  
Old December 18th, 2003, 08:01 PM

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Default Re: New PBEM/PBW Game: Adamant 011

nooo!! its simple!
just make a transport with the same movement points as your colony ship and fill it up with suplys.
of if its earlyer in the game use a scout.

Edit: and fleet it with the colony ship.

[ December 18, 2003, 18:02: Message edited by: se5a ]
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  #113  
Old December 18th, 2003, 08:38 PM
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Default Re: New PBEM/PBW Game: Adamant 011

No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships.
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  #114  
Old December 18th, 2003, 09:21 PM
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Default Re: New PBEM/PBW Game: Adamant 011

Quote:
Originally posted by se5a:
just multipy the number of engines*suplyusage*movementperturn = suplys used per turn.
(is that how its worked out fyron?)
then you just add your suply storage (or take engines off) to get the range you want.
Hmm... maybe I should come up with some sort of ship range helper program... you choose the tonnage, the desired range, the desired speed, and your propulsion tech level, and it tells you how many engines and supply storage to put on! Should be simple enough... (Of course, if you take into account solar sails and hyperdrives... )
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  #115  
Old December 18th, 2003, 11:00 PM
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Default Re: New PBEM/PBW Game: Adamant 011

Quote:
Originally posted by Asmala:
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships.
This was a design decision.
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  #116  
Old December 19th, 2003, 01:02 PM
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Default Re: New PBEM/PBW Game: Adamant 011

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Asmala:
No supply problem then. But it's still difficult to make the colony ship fast. If you squeezed it almost full of engines you'd need a entire fleet of supply ships.
This was a design decision.
You mean the fact that colony ships are slow was a design decision? What else it could be?
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  #117  
Old December 27th, 2003, 09:24 AM
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Default Re: New PBEM/PBW Game: Adamant 011

Has this game gone to Christmas break?
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  #118  
Old December 27th, 2003, 09:42 AM
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Default Re: New PBEM/PBW Game: Adamant 011

I was working on a new Version of the mod, then got siderailed by family... Tomorrow hopefully. Now is time to sleep.
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  #119  
Old December 27th, 2003, 10:16 AM
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Default Re: New PBEM/PBW Game: Adamant 011

OK.
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  #120  
Old December 27th, 2003, 07:36 PM
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Default Re: New PBEM/PBW Game: Adamant 011

Say, this game's beta testers haven't made it into the credits yet... I'm also in Adamant 010 but not everyone else is

edit: oh yeah, if you're making a new Version, I might want to report this "bug" I found when creating the QNP helper program - Magical races don't seem to have any equivalent to the Inertial Flux Engine series. Or was that intentional?

[ December 27, 2003, 17:43: Message edited by: Ed Kolis ]
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