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  #691  
Old October 16th, 2004, 01:44 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

*eyes glaze over*
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  #692  
Old October 16th, 2004, 06:36 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Now Fyron will regard himself as Teh Modding God.
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  #693  
Old October 18th, 2004, 03:09 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I have a question:
there are normal remote miners and nomadic remote miners (some strings skipped):
Code:
 Name                  := Organics Harvester III
Description := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num := 855
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 0
Cost Organics := 1500
Cost Radioactives := 200
Vehicle Type := Ship\Base
Supply Amount Used := 100
Restrictions := Four Per Vehicle
Number of Tech Req := 2
Tech Area Req 1 := Organics Harvesting
Tech Level Req 1 := 3
Tech Area Req 2 := Normal Race
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically harvests 800 organics from any asteroids ...
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0


and
Code:
 Name                  := Organics Harvester III
Description := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num := 855
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 0
Cost Organics := 1500
Cost Radioactives := 200
Vehicle Type := Ship\Base
Supply Amount Used := 100
Restrictions := Four Per Vehicle
Number of Tech Req := 2
Tech Area Req 1 := Organics Harvesting
Tech Level Req 1 := 3
Tech Area Req 2 := Nomadic Race
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically harvests 800 organics from any asteroids ...
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0


So what's the difference? And if there is no difference, what's the point of making 2 identical Groups of components?
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  #694  
Old October 18th, 2004, 03:20 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Pirates have special remote miners that are less productive. Hence, the normal remote miners must be unavailable to them. There is no OR for tech reqs, so Nomads must have a duplicate as well.
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  #695  
Old October 18th, 2004, 03:30 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

You've just killed my Last hope, Fyron I thought it was a bug and nomadic miners will be fixed (read improved) in the future. Now it's all over and my great plans are broken.
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  #696  
Old October 18th, 2004, 03:42 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Huh? What do you mean? Nomadic remote mining ships are very productive, due to 1% maintenance rates... Remote Mining components even count as cargo...
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  #697  
Old October 18th, 2004, 12:05 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I was kidding.

Psychoportation trait serves no purpose. Still.
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  #698  
Old October 18th, 2004, 01:21 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Nobody gives me any suggestions. Still.
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  #699  
Old October 18th, 2004, 01:48 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Strong answer
Then you can remove it for a while, or mark it as nonfunctional, because I was about to spend 450 points for this trait Thanks lord, I decided to look what it actually gives.
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  #700  
Old October 18th, 2004, 02:33 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Perhaps we could brainstorm some ideas for it? I was thinking a +1 combat move afterburner type component for fighters. I think I can make it stack with regular afterburners...
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