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  #1  
Old April 30th, 2005, 02:23 AM
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Default Re: Carrier Battles Mod

Quote:
- Stripmining facilities now available. They reduce value by 1%, but provide tons of resources. Can be upgraded to a normal extractor facility.
This is probably going to cause many headaches. It will make the "upgrade all facilities" button as bad to press as in Proportions... Do they really need to upgrade?
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  #2  
Old April 30th, 2005, 05:31 AM
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Default Re: Carrier Battles Mod

I wouldn't think they would need to upgrade. If you don't want them anymore, then scrap them and rebuild. Normal resource facilities don't take that long to build.
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  #3  
Old April 30th, 2005, 01:20 PM
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Default Re: Carrier Battles Mod

The upgrade all button is already bad to use because of the industrial zone -> legacy infrastructure path.

CJ does have a good point though. Even with the half-off upgrade price, the mid to high tech resource extractors will still take about a turn each.
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Old May 1st, 2005, 12:06 AM
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Default Re: Carrier Battles Mod

Found a possible bug in 1.0c...

Researched Planetary Bombardment Missles. Got all 5 levels with one research level, and in the Ship build area it seems to only list the version #1....

Kana
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Old May 1st, 2005, 01:51 AM
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Default Re: Carrier Battles Mod

Fixed in both v1.2 and v1.0
Will be updating the PBW games to v1.0d, which will also provide the extra-distictive roman numerals on the advanced drive reactors.
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Old May 3rd, 2005, 04:15 PM
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Default Re: Carrier Battles Mod

Running 1.0d...have VI reactor, and pic says its an XIII. I assume this is fixed in 1.2...?

Are we going to move the game to 1.2?

Kana
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Old May 3rd, 2005, 04:49 PM
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Default Re: Carrier Battles Mod

Anything other than a v1.0 would break the savegames.

Reactor level 5 gives you a speed 3 engine (hence the roman III for the component)
To distinguish the level 6 (which is only cheaper) from the level 5, I added the X.

So its an X-tra cheap version of the speed III engine.
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