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August 10th, 2002, 12:22 AM
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Sergeant
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Planet Plague
I've found the medical bay for ships to combat plague, but what can I use on a planet?
Do I need to move a medical ship to the planet to combat the plague?
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August 10th, 2002, 12:28 AM
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Shrapnel Fanatic
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Re: Planet Plague
Yes, you do. They will cure the plague if able at I believe the end of the turn, or the beginning of the next one. If you are organic, you can build Medical Labs (facility) that can cure up to level 3 plagues.
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August 10th, 2002, 07:38 AM
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Major
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Re: Planet Plague
I think medical ships cure plague as soon as they move into the sector...
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August 10th, 2002, 08:26 AM
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Colonel
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Re: Planet Plague
Quote:
Originally posted by Greybeard:
I've found the medical bay for ships to combat plague, but what can I use on a planet?
Do I need to move a medical ship to the planet to combat the plague?
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In fact there is no other reason to put a medical bay on a ship than to cure a plague on a planet. Ships do not profit from this component because they never get plagued.
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August 10th, 2002, 03:01 PM
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BANNED USER
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Join Date: Nov 2001
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Re: Planet Plague
The way to use this strategicly is to build a Fast ship with a medical bay and mothball it till / if you ever need it. Try to keep it in a central place or put a few throughout your areas of influance.
Could be something a trade Federation might keep handy to sell in times of need.
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August 10th, 2002, 03:43 PM
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Colonel
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Location: Connecticut
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Re: Planet Plague
Quote:
Originally posted by Gryphin:
The way to use this strategicly is to build a Fast ship with a medical bay and mothball it till / if you ever need it.
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If your're playing against human players, upgrade the mothballed ship to higher level med bays as you research them. Just in case someone decides to be a wiseguy and starts hitting your planets with higher level plague bombs. AFAIK, the random event only produces a level 1 plague.
[ August 10, 2002, 14:43: Message edited by: Arkcon ]
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August 10th, 2002, 08:52 PM
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Second Lieutenant
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Join Date: Jun 2002
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Re: Planet Plague
Here's a component/tech that I'm inclined to mod out - in point of fact - I think that I will. In Moo - using biologicals damages your rep big time.
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August 10th, 2002, 09:40 PM
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General
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Re: Planet Plague
We could also ask MM to mod the negative reaction into the game. An extra line in AI_Anger would not be too difficult, I think. I'd still like to see bio-weapons require 'specialization' to the race they are supposed to kill, though. It's silly for one bio-weapon to kill any and every race equally well.
[ August 10, 2002, 20:41: Message edited by: Baron Munchausen ]
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August 10th, 2002, 11:08 PM
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Sergeant
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Re: Planet Plague
I honestly don't know what happens when a plague reduces a planet pop to zero, but you could mod it to kill off even a large pop pretty quick. Might make it a viable kamakazi weapon.
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August 11th, 2002, 05:30 AM
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Lieutenant Colonel
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Re: Planet Plague
Planets with zero pop work just like planets colonized with zero pop--you get the planet, but you can't do anything.
AFAIK, you can't mod how quickly a plague kills pop, except by setting the damage level higher (range Plague Level 1 to Plague Level 5). I think the algorithm is hardcoded for actual per-turn deaths--but Level 5 is definitely a ton more effective than Level 1.
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