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  #11  
Old July 19th, 2005, 02:57 AM
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Default Re: Stellar Manipulation again..

Quote:
Slick said:
Triple Molly comes from an inside joke about the name of actress Molly Ringwald (Molly Ringworld).
Haven't heard that one in awhile...



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  #12  
Old July 19th, 2005, 10:10 AM
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Default Re: Stellar Manipulation again..

I put a warp point generator on a base (since it says you can Ship/base) and found out that without movement it won't work. Is there something I missed or is the ship/base classification wrong on the Stellar Manipulation component's. There's also one that closes warp points.
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  #13  
Old July 19th, 2005, 11:57 AM
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Default Re: Stellar Manipulation again..

Warp opener/closers shouldn't be allowed on bases. You must have one movement point to activate them, so they'll never work. Several patches before Gold, you could put emergency propulsion on a base, and give it movement points, without giving it movement, because it had no engines. But even then, the warp closer/opener didn't work. So that was patched out.

There's lots of things like this remaining. Satelites can have supply components, and self destruct components, even though they need neither.
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  #14  
Old July 19th, 2005, 12:33 PM
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Default Re: Stellar Manipulation again..

Quote:
Xrati said:
I put a warp point generator on a base (since it says you can Ship/base) and found out that without movement it won't work. Is there something I missed or is the ship/base classification wrong on the Stellar Manipulation component's. There's also one that closes warp points.

Quote:
Arkcon said:
Warp opener/closers shouldn't be allowed on bases. You must have one movement point to activate them, so they'll never work. Several patches before Gold, you could put emergency propulsion on a base, and give it movement points, without giving it movement, because it had no engines. But even then, the warp closer/opener didn't work. So that was patched out.

There's lots of things like this remaining. Satelites can have supply components, and self destruct components, even though they need neither.
Someone should make a "mod" that eliminates these and other similar silly mistakes and submit it to MM for inclusion into SEIV Deluxe. These are instances of minor oversight, and can be easily changed by small changes to the .txt files. If MM wants to showcase SEIV by increasing sales in a broader market, I'd think that he'd include this in the final patch.
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  #15  
Old July 19th, 2005, 01:18 PM
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Default Re: Stellar Manipulation again..

Quote:
douglas said:
Nebula systems in randomly generated maps in stock and just about every mod are completely empty. Get rid of the nebula, and there'll be nothing left but warp points. You can create a star and build a ringworld/sphereworld around it, but that's all.

I have found Homeworlds in nebula systems, and even in Black hole systems, if I use a small quadrant size, and more often using ancient quadrant type, and add all 20 players. But generally destroying nebula only reduces hiding spaces, although you can usualy see through them by the time you can destroy them. I was going to test something, but maybe someone here already knows: can you create a star without first destroying the nebula?
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  #16  
Old July 19th, 2005, 08:58 PM
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Default Re: Stellar Manipulation again..

Wolfman77 : "Can you create a star without first destroying the nebula?"

Yes you can. I've done it in games where I started getting bored as the game was almost over. Other than a hidden planet (ring/sphereworld) in a nebula, what would you want a sun in a nebula for? By the time you get to that tech your sensor ratings can see through the nebula.
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  #17  
Old July 20th, 2005, 08:51 AM
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Default Re: Stellar Manipulation again..

Thanks. I thought I read somewhere on here that the red nebulas are at level 5 Obscuration, could be wrong though. I tried it last night and it said I could not create it with a nebula in the system. The reason I was asking though was ragnarok said his nebula destroyers were useless. If you want ringworlds in a system and have to destry the nebula to buils a star then that is one thing they are good for.

Destry nebula
Create star
Build world

If you were able to do it though, I wonder if there are some you can and some you can't. I'll have to test all kinds of nebula I guess.
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  #18  
Old July 20th, 2005, 10:25 AM
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Default Re: Stellar Manipulation again..

In using the map editor, which is what generates the maps in the game, I have not seen a nebula with a sight modifier of more than 3 on any generated maps that I've used.

I may have been wrong, but I could swear in one game that I was able to create a sun in a nebula. Now you've got me thinking, so I'm off to start the game and see!
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  #19  
Old July 20th, 2005, 11:01 AM
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Default Re: Stellar Manipulation again..

I don't *think* you can create Suns in nebulas without removing the nebula first, if I recall correctly. It doesn't make a lot of sense, as the sun would effectively be hidden from view, so the game probably requires the nebula to be gone first.

In the stock game, red nebulas give cloaking level 5, so it's effectively invisibility until the nebula is removed (mines have the same cloaking level). The lowest level is 3, and that's the level of created nebulas as well.
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  #20  
Old July 20th, 2005, 06:10 PM

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Default Re: Stellar Manipulation again..

I'm almost positive I've created stars in nebular systems before. Though I could be wrong...
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