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July 8th, 2002, 06:40 PM
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National Security Advisor
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Re: Bug or Feature: Multiple Ship Training Facilities
Quote:
Originally posted by Wardad:
BUT.... THERE ARE NO GAS MOONS!!!
Gas Giant races are at a serious early game disadvantage.
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Well, it's not as bad as all that. For one thing the training fac's aren't what I would call an early game tech anyway. Many people devote a lot of early research points to the military science branch, so they can appear relativly early in the game though.
It doesn't change the maximum amount of experience the ships can acquire. It only makes them able to get that training faster.
Geoschmo
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July 8th, 2002, 06:42 PM
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General
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Re: Bug or Feature: Multiple Ship Training Facilities
Quote:
Originally posted by geoschmo:
quote: Originally posted by Growltigga:
cats are not great economic administrators
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I suppose that's mainly because they have no pockets to speak of. If cats had invented pants they would no doubt be the dominant species on the planet.
Geoschmo Oh? Why invent pants when someone else can manage the money for you? And why evolve hands when someone else can open the catfood cans for you?
"On the planet Earth, Man had always assumed that he was more intelligent than dolphins because he had achieved so much... the wheel, New York, and so on... conversely the dolphins believed themselves to be more intelligent than Man for precisely the same reasons." -- Douglas Adams
[ July 08, 2002, 17:46: Message edited by: Baron Munchausen ]
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July 8th, 2002, 06:45 PM
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General
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Re: Bug or Feature: Multiple Ship Training Facilities
Quote:
Originally posted by Wardad:
Multiple Training Facilities,
BUT.... THERE ARE NO GAS MOONS!!!
Gas Giant races are at a serious early game disadvantage.
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There are no gas moons because the data files don't create them. You could mod "double planet" gas giants if you wsnted to.
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July 8th, 2002, 08:27 PM
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Second Lieutenant
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Re: Bug or Feature: Multiple Ship Training Facilities
__________________
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-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 8th, 2002, 08:46 PM
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Brigadier General
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Re: Bug or Feature: Multiple Ship Training Facilities
Quote:
Originally posted by Growltigga:
I will give you the fact that the token forces send by The British were considered sufficient to beat (and would have) the Americans in a European style battle but also keep in mind that the vast bulk of those forces were German mercenaries rather than British regulars (who were off duffing up the French)
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Yea, round about 20k "Hessen" (the state of Germany I'm from ). They were never beaten in an open battle. General Washington however got lucky and a plague stroke the Hessen. This weakened force was attacked and destroyed by him finally right after (or one?) Christmas day.
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July 8th, 2002, 09:34 PM
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Shrapnel Fanatic
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Re: Bug or Feature: Multiple Ship Training Facilities
BUT.... THERE ARE NO GAS MOONS!!!
Gas Giant races are at a serious early game disadvantage.
Play Fyron's Quadrant Mod, and that problem is solved. 
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July 8th, 2002, 10:02 PM
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Lieutenant General
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Re: Bug or Feature: Multiple Ship Training Facilities
yeah, i have always been of the opinion that washington was a fairly lously general. and i'll grant you that improper tactics played a part in our early struggles in viet nam, but it was mainly politics holding us back in the end. i dont think we 'lost' in viet nam any more than the british 'lost' in 1812. it was an unpopular war at home, they didnt have much to gain from a prolonged conflict, so they packed up and left. so did we. similar in korea, we quit because McArthur didnt want to nuke china.
as to training levels though, i think its fairly clear to everyone the importance that it plays. i think training should be as important or more important than it is, but that it should be costly. it takes a great deal of money to keep your military trained during peacetime. i think that to represent this that overall maintainance costs should be increased, OR, training facilities should confer a system-wide maintainance PENALTY.
i also wish experience levels would decrease over time, say 2% a year or something.
regarding starting disadvangage for gassy types, it depends on the game. gassers always have it hard starting out. gas will have it even harder in a 'colonize only own type' games. and unless you can easily steal some 'none' breathers, then races breathing 'none' will have a distinct advantage. not only do they get those swanky moons like they did before, but they can now become uber training and shipbuilding complexes.
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