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June 11th, 2004, 02:35 PM
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Colonel
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Re: New SJ mod
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June 11th, 2004, 04:53 PM
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Shrapnel Fanatic
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Re: New SJ mod
Quote:
Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file
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The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.
PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/
[ June 11, 2004, 17:38: Message edited by: Suicide Junkie ]
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June 11th, 2004, 06:57 PM
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National Security Advisor
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Re: New SJ mod
An interesting by-product of SJ's maintenance for facilities could be automatic resource conVersion facilities.
You'd use the resource generation ability with a negative amount for one resource, and a postive amount of resource generation ability for the converted resource.
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June 11th, 2004, 07:02 PM
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Lieutenant Colonel
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Re: New SJ mod
Agreed Captain, this is almost a must.
[ June 11, 2004, 18:04: Message edited by: JLS ]
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June 11th, 2004, 07:47 PM
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Major
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Re: New SJ mod
You can even convert resources to research/intel points
And vice versa of course - useful option for late game when you have nothing usefull to research.
[ June 11, 2004, 18:54: Message edited by: aiken ]
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June 12th, 2004, 12:01 AM
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Colonel
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Re: New SJ mod
Quote:
Originally posted by Suicide Junkie:
quote: Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file
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The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.
PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/ OK so I will not "See" it NP I can live with that 
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June 28th, 2004, 05:20 PM
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Colonel
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Re: New SJ mod
SJ, this is still Beta? weapons will not go above Lvl 1 for the most part are you still working on it?
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June 28th, 2004, 05:46 PM
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Shrapnel Fanatic
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Re: New SJ mod
Yeah, I still need to grid tech the weapons, but that will just allow improvements to cost/power/etc rather than major differences.
Missile weapons level 2 gives you the ability to shoot down missiles with your fighters, so I made that available.
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I'll be done university in August, and then I'll have plenty of time to finish all these things up.
For now just tweaks and bugfixes.
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June 28th, 2004, 11:29 PM
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Colonel
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Re: New SJ mod
OK, I've been playing it and could not get above Lvl 1, so far I have yet to run into another race to see how combat is I will let you know 
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June 28th, 2004, 11:52 PM
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Shrapnel Fanatic
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Re: New SJ mod
Oh, if you're playing SP, you should know that if you run it as tactical combat, you won't be able to shoot down the missiles with your fighters.
You need to play either strategic or AUTO tactical.
PS:
I have been told that PBW now has the June 6th Version installed and playable.
Be sure to select ALPU, as the AIs are almost certain to cause havok.
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