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  #1  
Old June 10th, 2004, 10:32 PM
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Default Re: New SJ mod

I have built some of these and I do not see any thing in the resorces area on the planet screen!!??? Hmmm will look again but I duno
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  #2  
Old June 10th, 2004, 10:36 PM
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Default Re: New SJ mod

Quote:
Originally posted by JLS:
Geothermal too

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work
Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up

[ June 10, 2004, 21:42: Message edited by: mottlee ]
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Old June 10th, 2004, 11:05 PM
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Default Re: New SJ mod

Yeah, the repair bay launches repair drones, which do the actual work

I was reading the AvP thread, and it gave me a good idea for a possible spacemonster race that would be good in this mod...

Basically, they'd just spam out troops and troop transports... No warships needed, they just try to overrun your defenses with massive numbers...

Given a fair sized fleet of transports, you probably won't be able to stop them all in one combat, and the rest will drop on your planets causing mayhem and destruction

-----

As for fusion powerplants...
they use the new generate points ability, so unfortunately you won't see the production in your totals.
It will be added to your storage though.

[ June 10, 2004, 22:07: Message edited by: Suicide Junkie ]
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Old June 10th, 2004, 11:54 PM
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Default Re: New SJ mod

Before those nasty monsters could do some bad things on my planet, they should arrive there from deep space. And I assure you, my fleets won't allow them to do it
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Old June 11th, 2004, 02:35 PM
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Default Re: New SJ mod

Quote:
Originally posted by mottlee:
quote:
Originally posted by JLS:
Geothermal too

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work
Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file
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Old June 11th, 2004, 04:53 PM
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Default Re: New SJ mod

Quote:
Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file
The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.

PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/

[ June 11, 2004, 17:38: Message edited by: Suicide Junkie ]
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  #7  
Old June 11th, 2004, 06:57 PM
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Default Re: New SJ mod

An interesting by-product of SJ's maintenance for facilities could be automatic resource conVersion facilities.

You'd use the resource generation ability with a negative amount for one resource, and a postive amount of resource generation ability for the converted resource.
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