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June 11th, 2004, 07:47 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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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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Join Date: Feb 2001
Location: B.F.E. USA
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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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Join Date: Feb 2001
Location: B.F.E. USA
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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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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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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Join Date: Feb 2001
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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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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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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June 29th, 2004, 04:51 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: New SJ mod
Yup, SP, the AI is indeed dead in this one, they will build but some things realy bad, I think I should have just run 2 emps rather than 5, I like to run my own combat, have not figured out how to build good ships for the other 
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