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				July 26th, 2005, 03:33 AM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		I loved the fast, agile Pkunk and Spathi. Whittling away for teh win! I could use Spathi for zero-loss Vux farming and amass a fortune if I wanted. Fast ships are also useful against the slow Mycon. If you time your pass just right, you end up behind the Mycon ship just as it fires, causing to hit itself. Never did like the Orz though, couldn't get the hang of rotating the cannon while flying around. 
As for the Ilwrath, once I had the whole "enemy is diagonally opposite of you" thing down, killing them became a breeze so long as I could keep out of their range.
 
My favorite "fun" ship had to be the Thraddash Torch though. >   
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				July 26th, 2005, 04:19 AM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		...So long ago. So much forgotten... 
 
Um, I liked the machine ships that transformed, the saucer ships and the cowards ships. 
 
Running away just fast enough that they don't get farther away or closer and shooting back at them...Sure way to win, against most. 
		
	
		
		
		
		
		
		
			
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				July 29th, 2005, 01:01 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		Here's a Tech Area file... did I forget anything important? 
I'm intending to have Afterburners provide not only bonus combat movement but also emergency movement for a ship... pretty nifty huh? "Scotty, overload those engines, we really need to go faster!"   
edit: oh, BTW, does negative Combat Movement (afterburners ability) work? I'd like to put that on the one big cannon that that one race (Druuge?) gets...    
		
	
		
		
			
		
		
		
		
		
		
		
			
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				August 2nd, 2005, 12:46 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		Here's a facility.txt! 
		
	
		
		
			
		
		
		
		
		
		
		
			
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				August 2nd, 2005, 01:10 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		
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				Ed Kolis said: 
edit: oh, BTW, does negative Combat Movement (afterburners ability) work? I'd like to put that on the one big cannon that that one race (Druuge?) gets...    
			
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 Only the best value on the ship gets used.  And zero always counts as an option    
		
	
		
		
		
		
		
		
			
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				August 2nd, 2005, 11:49 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		Even if the ability isn't explicitly specified as zero? Oh well...    
		
	
		
		
		
		
		
		
			
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				August 3rd, 2005, 02:59 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		Besides, the Druuge cannon made them go FASTER..just, ah, backwards. 
 
SE4 can't really model that; negative afterburners would just slow the ship down. 
		
	
		
		
		
		
		
		
			
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				August 6th, 2005, 07:28 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		The SC Mod now has a homepage at Ed's Space Empires Starbase! 
http://kolis.dyndns.org/ed/se/se4/scmod
Check out the Ilwrath Avenger!    
		
	
		
		
		
		
		
		
			
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				August 6th, 2005, 08:12 PM
			
			
			
		  
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				Re: Star Control Mod
			 
             
			
		
		
		
		Yeah, pretty good. 
		
	
		
		
		
		
		
		
			
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