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  #1  
Old February 9th, 2001, 11:51 PM

Nyx Nyx is offline
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Default Re: Supply questions

On the stellar manipulators, can a modder flag them to always have the marker for forbidden technology? Meaning the one that prevents a non-organic race from repairing a damaged seeking parasite on a ship it stole.

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  #2  
Old February 10th, 2001, 12:13 AM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Supply questions

quote:
Originally posted by Nyx:
On the stellar manipulators, can a modder flag them to always have the marker for forbidden technology? Meaning the one that prevents a non-organic race from repairing a damaged seeking parasite on a ship it stole.



You'd have to make all the Stellar Manipulation stuff a "racial tech". But then you'd have to set up certain races to have access to the racial tech...

Why do you ask?
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  #3  
Old February 10th, 2001, 12:33 AM
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Default Re: Supply questions

quote:
Originally posted by Nyx:
On the stellar manipulators, can a modder flag them to always have the marker for forbidden technology? Meaning the one that prevents a non-organic race from repairing a damaged seeking parasite on a ship it stole.



I'm confused.

I've never been able to repair *anything* on a captured ship. Are you supposed to be able to repair stuff on captured ships?
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  #4  
Old February 10th, 2001, 12:46 AM

Nyx Nyx is offline
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Default Re: Supply questions

Raynor, you're supposed to be able to repair anything you could build yourself. If you can't build it, you can't fix it either. Bu tif you capture a ship with equal or lower tech value, then you can fix it.

Tsaarx, The reason why was in response to the request to find a way to prevent them from being repaired and reused. Look down to Raynor's response to Nitram Draw where Nitram asks about making stellar manipulation truly one-shot items. This was just a quick thought about how it might be possible to do such a thing.

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  #5  
Old February 10th, 2001, 04:21 AM

Marty Ward Marty Ward is offline
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Default Re: Supply questions

Would it be possible to make the stellar manipulation weapons work like mines? You build them, place them, use them and then they are gone. You could build a stellar weapon mine layer but the mines would be expensive. Might limit the use of these weapons to critical situations.
I also think the weapon that opens and closes warp points should be a facility. Maybe it could even scrap itself after use.
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Old February 10th, 2001, 06:38 AM
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Default Re: Supply questions

quote:
Originally posted by Marty Ward:
Would it be possible to make the stellar manipulation weapons work like mines? You build them, place them, use them and then they are gone. You could build a stellar weapon mine layer but the mines would be expensive. Might limit the use of these weapons to critical situations.
I also think the weapon that opens and closes warp points should be a facility. Maybe it could even scrap itself after use.




I assume you want something like B5's jump gate? I've heard that these are being considered, but I don't think they've started working on them. Any beta testers want to comment?
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  #7  
Old February 10th, 2001, 06:53 AM

Marty Ward Marty Ward is offline
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Default Re: Supply questions

What I would like to see is these powerful items not be able to be used on a whim. If you can use one and have a repair bay fix it at no cost in one turn then they lose some of their specialness. You could destroy a planet a turn per ship if you wanted. I thought that destroying them after use would restrict their use to really special tasks.
They seem to strong to me.
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