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  #1  
Old December 2nd, 2002, 08:18 PM
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Default Re: Engines/Supplies/Magazines

Suggestion:
Remove the supply generation for engines, and add one point to the hull.
Then you don't have to worry about big ships with lots of engines.
Same with the supply storage points.

And, no I don't have a problem with the generic supplies deal. My quartermasters are psychic, and pick up everything in just the right proportions

I did split up the "energy" supplies and the "matter" supplies in P&N, since that should help diversify weapons research and ship designs.
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  #2  
Old December 2nd, 2002, 10:51 PM
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Default Re: Engines/Supplies/Magazines

Really. So SJ do tell more? How did you divide them and was the result the one you were looking for or something close? What where your aims, what where you attempting to do? Something like my Magazine idea?
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  #3  
Old December 2nd, 2002, 11:08 PM
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Default Re: Engines/Supplies/Magazines

Ok SJ. I think that you have pushed me one step closer to getting this problem worked out. I modded the supply trait onto the hull and off the engine. I also modded the solar supply generation trait off of the engine and onto the hull. If not my ship would run out of supplies and get reduced to a speed of one after combat. Keep in mind that this is only test runs so the supplies would Last longer than just one combat. I just wanted to point that out for others reading before someone tells me to increase the amount of supplies.
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Old December 2nd, 2002, 11:15 PM
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Default Re: Engines/Supplies/Magazines

Quote:
Hey, computers have feelings too!
Don't anthropomorphize computers.
They hate that.

(I used to use that line in my sig.)
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Old December 3rd, 2002, 12:03 AM
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Default Re: Engines/Supplies/Magazines

SJ, I have taking a very quick look at the P&N mod v3.1 (I think) and i can't really see where you have devided the supplies. Break it all down for me please.
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Old December 3rd, 2002, 01:48 AM
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Default Re: Engines/Supplies/Magazines

Well, what I am doing is to make matter weapons cost supplies, and energy weapons cost radioactives.

Bombardment missiles for example, use hundreds of supplies, while lasers and energy beams use next to nothing.

Defense ships can carry all the cheap supply sucking weapons while they sit on resupply depots, and attack ships will need some pricey, efficient weapons in order to effectively run campaigns.
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Old December 3rd, 2002, 12:55 PM

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Default Re: Engines/Supplies/Magazines

IE Energy weapons cost alot to install and maintain, whilst matter-based weapons cost a lot to shoot...
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