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  #101  
Old December 16th, 2003, 03:05 AM

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Default Re: New PBEM/PBW Game: Adamant 011

I have a bit of a problem constructing stuff. \A colonizer in this occasion, I already lost a turn because I forgot to put those reactors in, but now it still has only one movement. The colony ship componenets are rock colony (with that fancy mount), neural core, 3x circulatyry system, sefl replicating bla life support, 8 organic engines and 9 organic fusion cells. also a cargo bay and 25 membrane reinforcements.
What am I doing wrong ?
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  #102  
Old December 16th, 2003, 03:23 AM
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Default Re: New PBEM/PBW Game: Adamant 011

3 Circulatory Systems? They only need 1. Try adding more engines and fewer extras.
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  #103  
Old December 16th, 2003, 04:14 AM

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Default Re: New PBEM/PBW Game: Adamant 011

yeah you're right, the other ones need 3 though, but why do my 8 engines not give me the 24 movement points I expected, but only 1 ??
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  #104  
Old December 16th, 2003, 05:04 AM
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Default Re: New PBEM/PBW Game: Adamant 011

Because the total standard movement points generated by engines is divided by the Engines Per Move setting of a vehicle. In stock SE4, that setting is at 1 for all of them. Adamant use a QNP system. Colony ships, for example, have an Engines Per Move of 18. So, 24 standard movement points divided by 18 gives 1.5, which rounds down to 1 movement point.
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  #105  
Old December 16th, 2003, 09:24 PM

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Default Re: New PBEM/PBW Game: Adamant 011

I have left the game. Pretty much like the player before me I didn't feel like learning a totally different type of game, I don't have time to do this. I expected it to be a little bit different, but not totally, now it's like playing SEIV for the very first time.
Hopefully you find a replacement player soon. My race is at the top of the pack qua scores and the race setup is okey I think.
Pretty impressive mod by the way
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  #106  
Old December 16th, 2003, 10:11 PM
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Default Re: New PBEM/PBW Game: Adamant 011

But I agree, it takes a lot of time to learn to play this mod (this is my first Adamant game). Especially without good help files, but I think Fyron is fixing that.
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  #107  
Old December 17th, 2003, 12:26 AM
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Default Re: New PBEM/PBW Game: Adamant 011

Learn as you play?
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  #108  
Old December 18th, 2003, 10:41 AM
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Default Re: New PBEM/PBW Game: Adamant 011

So we need a new replacement player... one that is willing to take a bit of time to learn the mod, or just rough it as you go.
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  #109  
Old December 18th, 2003, 07:29 PM

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Default Re: New PBEM/PBW Game: Adamant 011

not again!
hell, its not like its that hard to take one turn at a time!
for movement all you need is a calculator.
just multipy the number of engines*suplyusage*movementperturn = suplys used per turn.
(is that how its worked out fyron?)
then you just add your suply storage (or take engines off) to get the range you want.
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  #110  
Old December 18th, 2003, 07:49 PM
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Default Re: New PBEM/PBW Game: Adamant 011

Quote:
(is that how its worked out fyron?)
Yes.

[ December 18, 2003, 17:49: Message edited by: Imperator Fyron ]
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