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  #1  
Old September 19th, 2001, 04:18 PM

JamieVT JamieVT is offline
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Default Re: What is the latest patch status?

[Q] 14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. [/Q]

***Sigh*** I figured that it was too good to be true; it was so easy and cheap to defeat the need for a quantum reactor and give ships and extra 5 movement/turn. Maybe, just maybe I'll research quantum reactors now...

BTW... kudos to MM for providing and Shrapnel for marketing an excellent game that I have spent many hours enjoying.

Jamie


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  #2  
Old September 19th, 2001, 05:13 PM

chewy027 chewy027 is offline
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Default Re: What is the latest patch status?

Do you guys think this will be the Last patch? It kinda sounds that way from MM "nail down all of the Last bugs" doesn't it?
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  #3  
Old September 19th, 2001, 05:17 PM
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Default Re: What is the latest patch status?

Sounds sweet. The intelligence fix was badly needed (given the power of it right now, having some functional defense is critical), and the emissive armor adds... another design decision, where before it was basically not a viable option without modding.

Can't fault Shrapnel / Malfador's product support.

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  #4  
Old September 19th, 2001, 05:31 PM

disabled disabled is offline
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Default Re: What is the latest patch status?

MM seems to be heading that way with the dismantling of the Beta Testers. I think only a small core of us remain now.

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  #5  
Old September 19th, 2001, 05:32 PM

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Default Re: What is the latest patch status?

I just did a quick count, about 30 Beta Testers remain.

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  #6  
Old September 19th, 2001, 06:04 PM

chewy027 chewy027 is offline
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Default Re: What is the latest patch status?

how many were there originally?
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  #7  
Old September 19th, 2001, 07:39 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: What is the latest patch status?

quote:
Originally posted by suicide_junkie:
Here's hoping on the details of #6

Number 14 opens up some interesting possibilities for modders.

I'm assuming for now that the "needs spaceyard" applies to the ability.

By giving other components an emergency propulsion ability of Zero, they will also require a spaceyard.

For example: Lifesupport and/or crew quarters. With this ability, you would have to return to a planet or base, or SYS in order to get your crew restocked.

Also, mods could create "prototype" components. The prototype component would have the abilities of the next tech level up (which you don't have yet), but would have few hitpoints, act as armor (destroyed first) and be unrepairable.
Using emergency propulsion would destroy this component, too. Since the prototype is highly unstable, it is reasonable that stressing the ship (emerg. propulsion) could critically damage the equipment.



I am sort of surprised that he didn't add a specific ability 'Requires Spaceyard for Repair'. The other possible re-uses seem obvious to me, and it would make these 'special uses' much easier if it were a distinct ability. I would give this ability to all the Stellar Manipulations components except maybe the Storm create/destroy, for example. It might even make sense for "Destroyed on Use" to include "Requires Spaceyard for Repair" -- are there any uses you can think of where it doesn't make sense for them to be combined?

[This message has been edited by Baron Munchausen (edited 19 September 2001).]
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