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June 10th, 2004, 10:36 PM
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Colonel
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Re: New SJ mod
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Kill em all let God sort em out
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June 10th, 2004, 11:05 PM
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Shrapnel Fanatic
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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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June 10th, 2004, 11:54 PM
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Major
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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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June 11th, 2004, 02:35 PM
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Colonel
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Re: New SJ mod
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Kill em all let God sort em out
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June 11th, 2004, 04:53 PM
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Shrapnel Fanatic
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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
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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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June 11th, 2004, 06:57 PM
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National Security Advisor
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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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June 11th, 2004, 07:02 PM
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Lieutenant Colonel
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Re: New SJ mod
Agreed Captain, this is almost a must.
[ June 11, 2004, 18:04: Message edited by: JLS ]
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