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  #711  
Old October 19th, 2004, 02:22 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

No. I am still undecided whether I should allow Nomads to use Research OutPosts in the first place... they really don't need them, as they can use their Research Teams to get as much research...
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  #712  
Old October 19th, 2004, 02:27 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Hey, just wanted to say that my suggestions were all out of the blue, i hadnt a look at pirate/nomad race traits yet, so i just came up with a couple of suggestions. Sorry if they sounded stupid or where already implented !
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  #713  
Old October 19th, 2004, 02:32 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Ragnarok-X said:
Hey, just wanted to say that my suggestions were all out of the blue, i hadnt a look at pirate/nomad race traits yet, so i just came up with a couple of suggestions. Sorry if they sounded stupid or where already implented !
No worries. Keep 'em coming! SJ might even want to use some of them in the official Pirates and Nomads Mod, should he ever make an update for it...
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  #714  
Old October 19th, 2004, 03:36 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Imperator Fyron said:
No. I am still undecided whether I should allow Nomads to use Research OutPosts in the first place... they really don't need them, as they can use their Research Teams to get as much research...
Not exactly. 10 research teams I generate 50 rp, while 1 research lab I generates 100 rp. And in the end of the game: 10 research teams 3 generate 150 rp, but research lab V generates 200 rp. For the same size of 100 kt. If you're afraid of nomad research overproduction, don't worry, I'll need to build 1000 research lab bases to achieve 100000-150000 research output It's unlikely to happen even in the midgame.
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  #715  
Old October 19th, 2004, 03:38 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

It is more an issue of redundancy... And bases aren't very nomadic anyways.
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  #716  
Old October 19th, 2004, 04:40 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Transports (organic) with recycler node have negative maintanence: 100-80-22= -2%. You simply forgot to include piratic and nomadic Versions of organic transport hulls.
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  #717  
Old October 19th, 2004, 04:48 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Ugh. Anything else you would like to catch before I do something dumb and make 0.15.02 before you find another error?

Actually... I am considering making the range penalty to hit be 5% instead of 10%... This would make long range tactics far more viable.
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  #718  
Old October 19th, 2004, 05:13 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Magical transports for nomads and pirates are missing too. Hence they'll have -4% maint. reduction.
Actually, I love this bug. Could you wait a bit before fixing it?

Persistent question: I'm curious, are you going to add resource reclamation ability to Monty Pirate Flying Space Yards? I remember you sympathized with this idea.

I was never able to predict revelation of errors. Maybe today or tommorow or next week.
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  #719  
Old October 19th, 2004, 07:02 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Something more like this pic perhaps?
Attached Images
File Type: bmp 304729-Helm.bmp (17.1 KB, 427 views)
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  #720  
Old October 19th, 2004, 07:08 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Ooooh. Maybe that could be the "basic bridge", and the "bridge" could have a fancier chair?
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