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March 22nd, 2003, 03:17 AM
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Corporal
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Join Date: May 2001
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Re: Quantum Reactors
Also, as far as propulsion is concerned, you need some sort of reaction mass to push the ships forward, unless you're using some sort of photonic or gravitic drive.
I happen to think that the Solar Panels are terribly misnamed. You can't generate fuel just by having photoelectric cells gathering energy. If anything, they most represent hydrogen ramscoops, which still would allow them to function as described in the game. However, they should be even more efficient when passing through nebulae, since hydrogen is abundantly available in such systems.
Maybe nebulae systems should hide 10 stars or so to help represent that, so that when you destroy a nebula, you have a bunch of protostars that were condensing (which you just helped along).
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March 22nd, 2003, 03:24 AM
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Shrapnel Fanatic
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Re: Quantum Reactors
No, what I (and others) want is a new and separate "generates X supplies per turn" ability that has nothing to do with stars. Limiting the QR (or any supply-generator) to only work on the ship it is on is bad. The quantum reactor ability is fine. More modding options is what I want, not fewer.
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March 22nd, 2003, 04:30 AM
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Corporal
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Re: Quantum Reactors
Quote:
Originally posted by Imperator Fyron:
No, what I (and others) want is a new and separate "generates X supplies per turn" ability that has nothing to do with stars. Limiting the QR (or any supply-generator) to only work on the ship it is on is bad. The quantum reactor ability is fine. More modding options is what I want, not fewer.
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I know what you mean, but regardless, reaction mass and power supply are two different things.
Making it the option that QR only works on one ship is good though.
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March 22nd, 2003, 07:13 AM
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General
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Re: Quantum Reactors
Quote:
Originally posted by Hotfoot:
quote: Originally posted by Imperator Fyron:
No, what I (and others) want is a new and separate "generates X supplies per turn" ability that has nothing to do with stars. Limiting the QR (or any supply-generator) to only work on the ship it is on is bad. The quantum reactor ability is fine. More modding options is what I want, not fewer.
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I know what you mean, but regardless, reaction mass and power supply are two different things.
Making it the option that QR only works on one ship is good though. No it would NOT be a good thing to cancel the benefits of fleeting. Supply sharing is the second benefit of being in a fleet after coordinated movement. All we need is for the QR ability to take a setting that controls how much supply it generates per turn. If you still want unlimited supplies then it could default to that if you leave the setting at 0.
[ March 22, 2003, 05:14: Message edited by: Baron Munchausen ]
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March 22nd, 2003, 07:18 AM
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National Security Advisor
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Re: Quantum Reactors
Hotfoot, supplies aren't fuel. Notice how they're also used by every weapons system, not just the engines.
Phoenix-D
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March 22nd, 2003, 07:37 AM
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Lieutenant General
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Re: Quantum Reactors
Do you know if it's possible to mod a component that has a negative supply usage?
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March 22nd, 2003, 07:52 AM
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First Lieutenant
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Re: Quantum Reactors
Posted by Kamog:
Quote:
Do you know if it's possible to mod a component that has a negative supply usage?
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Take a look at Devnull Mod. I believe that may be what Rollo did with the Space Monsters.
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