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July 30th, 2002, 12:39 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: Redundancy is good, but Q Rx + 2 x Solar coll?!
Just today in an unmodded Gold solo game, I picked up a couple ships from a surrendered empire. One of the ships was a kamikaze destroyer armed with three Cobalt Warheads and no other weapons - plus Combat Sensors and Multiplex Tracking.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 30th, 2002, 01:27 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Redundancy is good, but Q Rx + 2 x Solar coll?!
well, that is one reason modded AI is much better. the designs in standard are just so bad at times.
Rollo
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July 30th, 2002, 11:12 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Redundancy is good, but Q Rx + 2 x Solar coll?!
Quote:
Originally posted by oleg:
It is possible to to fix this problem by rearranging abilities in the design entry. If you specify "quantum reactor" before "solar sails", AI will create ship with QR but without SS.
I tested it with SE Gold, not sure about 1.49 though.
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Thats the way to go. I haven't tested it with SCs but it will work with QRs and supply storage.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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July 30th, 2002, 06:04 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Redundancy is good, but Q Rx + 2 x Solar coll?!
Ooops, made a mistake. Should be solar collectors, not solar sails. That's what happened when you play only Proportions mod for Last 3 months ! - SS ans SC work differently in Proportions than in standard SE.
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