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  #11  
Old June 23rd, 2002, 11:55 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Atmospheric modifaction plants..

Bah... it's probably just the way the game is coded to assume that the 'home planet' of any given is the breathable atmosphere of the race.

If only races would keep some of their characteristics when conquered.
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  #12  
Old June 25th, 2002, 05:19 AM
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Default Re: Atmospheric modifaction plants..

Rebels changing to breathe the planet's atmosphere might have been a deliberate design decision. Since the AI doesn't know how to scrap facilities, changing the atmosphere will usually let them build more, so they can add useful things like shipyards, rather than being permanently stuck with whatever was there before the revolt.
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  #13  
Old July 11th, 2002, 04:06 AM
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Default Re: Atmospheric modifaction plants..

I've got a question about the atmosphere modification plant. Once it has converted the planet's atmosphere, do you still need the facility? Why pay for the maintenance of it when you no longer need it. Or do you need it to keep the atmosphere as it is?
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  #14  
Old July 11th, 2002, 05:05 AM

Phoenix-D Phoenix-D is offline
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Default Re: Atmospheric modifaction plants..

First, you don't pay maintence on facilities.

Second, you can scrap it.

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  #15  
Old July 12th, 2002, 06:53 AM

Sinapus Sinapus is offline
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Default Re: Atmospheric modifaction plants..

Quote:
Originally posted by Baron Munchausen:
Bah... it's probably just the way the game is coded to assume that the 'home planet' of any given is the breathable atmosphere of the race.

If only races would keep some of their characteristics when conquered.
Actually, I've checked some of the rebel empires that pop up from time to time. Their stats say the atmosphere is what the planet's is, but if it's not the original race's atmosphere, then the colony will still be domed.
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