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May 22nd, 2004, 10:17 PM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I just noticed something....
There are slight new additions to the Jedi Shipset. The Starbase is different, The Small Transport and Light Carrier images are new as well. And Looking extremely cool.
Are there any plans to finish this set?  because it's one of my favourites
Edit: And AI Files, love the speech one. Shiny....
[ May 22, 2004, 21:19: Message edited by: Raging Deadstar ]
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May 23rd, 2004, 06:47 AM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.
__________________
Nick (bearclaw)
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May 23rd, 2004, 07:15 AM
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National Security Advisor
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You might need a shipyard to repair it..
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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May 23rd, 2004, 12:05 PM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Name := .5 Hyperdrive
Description := Allows jumping and propelling a ship through hyperspace.
Pic Num := 385
Tonnage Space Taken := 200
Tonnage Structure := 600
Cost Minerals := 16000
Cost Organics := 0
Cost Radioactives := 12000
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 24006
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Hyperphysics
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 12 movements past lightspeed.
Ability 1 Val 1 := 12
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
I think the Component Destroyed On Use makes that happen. The Emergency Resupply Pod and Emergency Propulsion both have this ability and they cannot be repaired in mid space, only spaceyards.
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May 23rd, 2004, 05:21 PM
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National Security Advisor
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
They can be repaired in mid space, you just need a ship mounted spaceyard instead of a repair bay or the like.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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May 24th, 2004, 01:56 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I might have found the same problem. But in his emails Zaracyn seems to have suggested that his ones were working so I thought it was just me.
We must also remember that cultures also affect repair rate. In the "balanced" culture file copied from Highliner Mod there are a couple of cultures with high repair penalties
I think it's very unlikely that the Motivator, a non-building SY + repair 1 that has been tested to work in single player games would not work in simultaneous.
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May 24th, 2004, 07:33 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by bearclaw:
Has anyone else come across the Hyperdrive Motivator not working? My first thought was that I might have reduced my repair rate for my race, which would make anything with a repair rate of 1 become completely useless, but that wasn't the case. Hyperdrives do repair just fine at a planet shipyard though.
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Racial repair rate affects total sector repair levels, not individual components.
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