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  #1  
Old November 18th, 2003, 08:26 PM

Admiral Wunderbar Admiral Wunderbar is offline
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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by gosho mladenoff:
unfortunatly the limitations to negative speed prevent this type of platform from functioning well in an AIC galaxy with their engine platforms because the pods don't drop once fired, giving the original speed and defence bonuses back. (my highlight AW)

ggm
Hmm, what about being destroyed after use?
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  #2  
Old November 18th, 2003, 09:08 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: Missile tech tree question. (Devnull)

This becoming more and more like a new design by you Gosho then another’s
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  #3  
Old November 18th, 2003, 09:16 PM
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gosho mladenoff gosho mladenoff is offline
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Default Re: Missile tech tree question. (Devnull)

I tested the negative combat movement. unfortunatly it doesn't seem to work. it doesn't slow down the ship but if enough negative combat movement bonuses are given then the ship has no strategic movement at all. plus for some reason the destroyed on use doesn't work in the combat screen. Although i haven't extentesively tested this part yet as i die after firing from enemy fire.
maybe these areas need to be addressed in the final game patch?
anyone know where I can find Rollo?

thanx in advance

ggm
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Old November 18th, 2003, 09:34 PM

Loser Loser is offline
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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by Admiral Wunderbar:
Hmm, what about being destroyed after use?
I believe this does not work on weapons. I believe it only works on the emergency supplies, emergency movement points, and Stellar Manipulation components.
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  #5  
Old November 18th, 2003, 10:57 PM
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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by gosho mladenoff:
...anyone know where I can find Rollo?
*Rollo delurks and waves into the camera.

Quote:
Originally posted by JLS:
quote:
Originally posted by Puke:
In general, it is openly available to use for whatever you want, as long as you give credit where its due. There should be a text file along with the mod, or perhaps a modinfo file that details whom is responsible for what.
gosho mladenoff if you get the OK from Rollo it is a go... [/QB]
yeah, fine with me.
Puke was right on this one. Devnull Mod is openly available.

*Rollo turns on the Lurk Device again.
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  #6  
Old November 18th, 2003, 11:16 PM
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Fyron Fyron is offline
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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by Admiral Wunderbar:
Hmm, what about being destroyed after use?
That only works for components that get used with a button on the main game interface (such as SM, emergency movement, emergency supplies). It does NOT apply to anything that gets used within combat.

Guess I should read the whole thread before writing responses...

Quote:
yeah, fine with me.
Puke was right on this one. Devnull Mod is openly available.
Exactly what I said in the AIC thread.

[ November 18, 2003, 21:17: Message edited by: Imperator Fyron ]
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  #7  
Old November 19th, 2003, 08:25 AM

Admiral Wunderbar Admiral Wunderbar is offline
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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Admiral Wunderbar:
Hmm, what about being destroyed after use?
That only works for components that get used with a button on the main game interface (such as SM, emergency movement, emergency supplies). It does NOT apply to anything that gets used within combat.


Dang!
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