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  #21  
Old May 21st, 2001, 09:47 PM

WhiteHojo WhiteHojo is offline
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Default Re: Pirates & Nomads update

my god!!! You guys have been busy since I've been away... not only has the pirate mod apparently taken off, ya'll have made considerable progress on the nomad as well?

Not to mention that SJ has made Colonel - congrats...

guess I'll have to find time to try out this new pirate mod
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  #22  
Old May 21st, 2001, 11:59 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Pirates & Nomads update

quote:
Does the solar sail use supplies, since it is acting like an engine?
Does it hold supplies? If so, you can give the solar sail the solar panel ability to replinish supplies after combat.

The solar sails use no supplies, but I think I'll make the "solo" sails use 1 supply per move.

If you're using solar sails without engines, you will HAVE to dedicate space to supply storage, but my supply bays are reasonably sized for the job.

For this mod, the 20kT for solar sails includes the sail material storage space, the hardpoint connections, and the manouevering thruster ports. You decide how much supply storage you need for your weapons.

quote:
my god!!! You guys have been busy since I've been away... not only has the pirate mod apparently taken off, ya'll have made considerable progress on the nomad as well?
Not to mention that SJ has made Colonel - congrats...
Thanks! I don't know how long you've been away, so I can't really tell how much the Nomads have changed since then
I did get the resource generation fixed (used to be 25% of what it should), and they have a lot of nifty toys.

[This message has been edited by suicide_junkie (edited 21 May 2001).]
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