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  #11  
Old May 16th, 2001, 08:48 AM

Magnum357 Magnum357 is offline
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Default Re: Is this a bug??

Because Afterburners only work in Tactical Combat. They provide zip for Strategic (map) movement. That is why they are "0" form Map and "4" for combat.
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Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #12  
Old May 16th, 2001, 09:45 AM

jc173 jc173 is offline
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Default Re: Is this a bug??

quote:
Originally posted by Magnum357:
Because Afterburners only work in Tactical Combat. They provide zip for Strategic (map) movement. That is why they are "0" form Map and "4" for combat.


Um but afterburners III only generate 3 combat movement.
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  #13  
Old May 16th, 2001, 07:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Is this a bug??

quote:
Originally posted by Marty Ward:
I created 10 fighters with only 1 x cockpit, 1 x lifesupport and 1 x after burners III. They had a movement of 0/1 on main map and 0 supplies. In tactical combat they had 4 moves.
Why would they have 4 combat moves?



That's the answer to someone's request to make fighters that cannot move on the strategic map. Just give "small" engines combat movement rating instead of standard movement. And since combat movement is not halved, you'd also have to cut the number of engines allowed per hull to keep them from becoming ridiculously fast. Wish I could remember who it was that wanted to change fighters now.

The reason they had 4 combat movement instead of 3 is probably that they have been given a bonus in VehicleSize.txt -- check your config files.

[This message has been edited by Baron Munchausen (edited 16 May 2001).]
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