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March 22nd, 2002, 11:20 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Saving ship designs, research plans
Are you sure you haven't turned on the ship design minister?
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March 22nd, 2002, 11:37 PM
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Corporal
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Re: Saving ship designs, research plans
quote: Originally posted by Suicide Junkie:
Are you sure you haven't turned on the ship design minister?
LOL. But there is an interesting idea: Has anyone customized a set of AI files so it produces the designs you like? Then you play with with the design minister on and can sit back knowing that whenever you go to build a ship the designs will always be the designs you like best for your current tech situation.
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March 22nd, 2002, 11:48 PM
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BANNED USER
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Join Date: Nov 2001
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Re: Saving ship designs, research plans
PsychoTechFreak,
Yes, the ships / units / etc show up "greyed out". They are listed but you can't access them.
Oh, and I have a Space Yard Base for the start of a game.
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March 23rd, 2002, 01:51 AM
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Corporal
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Re: Saving ship designs, research plans
I'm intrigued - why a colony ship with 3 engines?
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March 23rd, 2002, 02:39 AM
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Major
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Re: Saving ship designs, research plans
quote: Originally posted by derb:
I'm intrigued - why a colony ship with 3 engines?
I dunno 'bout anyone else, but I build 3 engine colony ships and use 'em for local system colonization. They're cheap, I can build 'em in 2 standard build turns at a lvl I SY. And 3 move points is acceptable (IMO) in the local system....
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March 23rd, 2002, 03:00 AM
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Lieutenant Colonel
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Join Date: Jul 2001
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Re: Saving ship designs, research plans
I also use 3 engine colony ships. The important thing to me (at least most of the time) in early game is to get the ships built. They'll get there in max 4 turns in intra-system travel, and that's not a major difference. Especially in Proportions mod.
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