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  #1  
Old June 15th, 2001, 02:08 AM
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Default Re: Changes from 1.35 to current load...

quote:
4. Changed - Minimum maintenance cost for any empire is 5%.


Pity. I rather liked no-maintenance ships.

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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #2  
Old June 15th, 2001, 09:25 AM
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Default Re: Changes from 1.35 to current load...

Some really important fixes in there. Thanks once again to Aaron for new code and to Shrapnel for this forum which, as the fix list clearly proves, is what keeps us fans so close to Malfador.

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  #3  
Old June 15th, 2001, 04:23 PM
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Default Re: Changes from 1.35 to current load...

Sweet. So now one should be able to build multiple QR-equipped planet creators and let them wander around, converting asteroid fields at will...

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  #4  
Old June 15th, 2001, 05:00 PM

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Default Re: Changes from 1.35 to current load...

Hurrah! Thank you Aaron!!!

Can't wait for this one to be out.

Cheers,

Admiral
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  #5  
Old June 15th, 2001, 06:15 PM

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Default Re: Changes from 1.35 to current load...

#7 - hah another exploit down the tubes...
#8 Thanks, maybe someday I will finish this game and have asteroid systems to use it on again...
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  #6  
Old June 15th, 2001, 07:55 PM

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Default Re: Changes from 1.35 to current load...

v1.40 #3 - only troops and militia being fought. Does that mean that capturing an enemy planet will now result in the capture of weapon platforms and sats in cargo ? That would be nice!
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  #7  
Old June 16th, 2001, 11:24 PM

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Default Re: Changes from 1.35 to current load...

This is great! Thanks to MM are in line.
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