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October 19th, 2004, 02:22 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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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October 19th, 2004, 02:27 PM
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Major General
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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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October 19th, 2004, 02:32 PM
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Shrapnel Fanatic
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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 !
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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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October 19th, 2004, 03:36 PM
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Major
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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...
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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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October 19th, 2004, 03:38 PM
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Shrapnel Fanatic
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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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October 19th, 2004, 04:40 PM
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Major
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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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October 19th, 2004, 04:48 PM
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Shrapnel Fanatic
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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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October 19th, 2004, 05:13 PM
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Major
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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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October 19th, 2004, 07:02 PM
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Sergeant
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Something more like this pic perhaps?
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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October 19th, 2004, 07:08 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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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