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October 22nd, 2002, 12:48 AM
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Corporal
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Join Date: Dec 2001
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Re: To Suicide Junkie
Yes they do.
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October 22nd, 2002, 12:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: To Suicide Junkie
That would be why they're not building colony ships then...
I didn't think that little test tweak had gone beyond my test game with Fyron.
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October 22nd, 2002, 12:55 AM
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Corporal
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Join Date: Dec 2001
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Re: To Suicide Junkie
What do I need to change in the data/ship file? Make it 1 life support?
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October 22nd, 2002, 01:02 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: To Suicide Junkie
That should do it.
I'm on dialup right now, so I'll have the official link corrected by tomorrow.
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October 22nd, 2002, 02:34 PM
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Corporal
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Join Date: Dec 2001
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Re: To Suicide Junkie
I guess I should have asked this Last night, but is the Battlemoon expected to move in this mod?
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October 22nd, 2002, 03:14 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: To Suicide Junkie
In order to get a battlemoon to move, IIRC, you need 67 Ion Engines, or 34 Quantum engines.
Just keep piling on the engines, and it'll go.
If you add too many engines, the speed will overflow, and SE4 resets it to zero.
Thus, the maximum speed available is 1mp on a battlemoon. If you have propulsion experts, this becomes 2mp on the system map.
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October 22nd, 2002, 04:06 PM
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Corporal
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Join Date: Dec 2001
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Re: To Suicide Junkie
The reason I asked is because you have it written as " engines per move- 200", "requirement max engines- 99". If you need 200 for 1 movement but can only put on 99 your never going to go anywhere.
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