
February 22nd, 2003, 06:24 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: AI CAMPAIGN ; Released
Quote:
There is no need for Colony Modules on Colony ships. (Prevents fast colonizers)
Type Colony ships is now selected from the ship SIZE drop down menu in Create.
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I would suggest that the colony module component state in its description and/or abilities that it is not required on a colony ship.
I don't quite see what you mean by "preventing fast colonizers"
If you don't want Cruisers carrying colony modules you could either use a colonyship-only mount, or increase the "size" of the colony ship.
Also, you can't use a colony module on a base, since bases have no movement. You need at least 1 MP to land a colony, and even emergency propulsion pods won't help if you've got no movement points to start with.
Argh.
Maybe I'm just too used to QNP, but these engine limits are really annoying. I got all this free space, and I wanna go faster!
PS:
Your supply storage bays are a little odd (just like unmodded SE4, in fact). They are twice the size of an engine, yet hold only 20% more supplies.
My engineers need a smack upside the head if they can't figure out that they could just cut off the thruster part of an engine, and fit two or three in the space of one supply tank.
PPS:
For the "Small Arms I" troop weapons, the description says "+5 to hit", while the ability says +10.
Design Type "Armored Vehical" should be "Vehicle"
[ February 22, 2003, 16:46: Message edited by: Suicide Junkie ]
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