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				August 10th, 2002, 12:22 AM
			
			
			
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 Sergeant |  | 
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				 Planet Plague 
 I've found the medical bay for ships to combat plague, but what can I use on a planet?
 Do I need to move a medical ship to the planet to combat the plague?
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				August 10th, 2002, 12:28 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Planet Plague 
 Yes, you do. They will cure the plague if able at I believe the end of the turn, or the beginning of the next one. If you are organic, you can build Medical Labs (facility) that can cure up to level 3 plagues. |  
	
		
	
	
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				August 10th, 2002, 07:38 AM
			
			
			
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				 Re: Planet Plague 
 I think medical ships cure plague as soon as they move into the sector... 
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				August 10th, 2002, 08:26 AM
			
			
			
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 Colonel |  | 
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				 Re: Planet Plague 
 
	In fact there is no other reason to put a medical bay on a ship than to cure a plague on a planet. Ships do not profit from this component because they never get plagued.Quote: 
	
		| Originally posted by Greybeard: I've found the medical bay for ships to combat plague, but what can I use on a planet?
 
 Do I need to move a medical ship to the planet to combat the plague?
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				August 10th, 2002, 03:01 PM
			
			
			
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 BANNED USER |  | 
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				 Re: Planet Plague 
 The way to use this strategicly is to build a Fast ship with a medical bay and mothball it till / if you ever need it.  Try to keep it in a central place or put a few throughout your areas of influance.Could be something a trade Federation might keep handy to sell in times of need.
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				August 10th, 2002, 03:43 PM
			
			
			
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				 Re: Planet Plague 
 
	If your're playing against human players, upgrade the mothballed ship to higher level med bays as you research them.  Just in case someone decides to be a wiseguy and starts hitting your planets with higher level plague bombs.  AFAIK, the random event only produces a level 1 plague.Quote: 
	
		| Originally posted by Gryphin: The way to use this strategicly is to build a Fast ship with a medical bay and mothball it till / if you ever need it.
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 [ August 10, 2002, 14:43: Message edited by: Arkcon ]
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				August 10th, 2002, 08:52 PM
			
			
			
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				 Re: Planet Plague 
 Here's a component/tech that I'm inclined to mod out - in point of fact - I think that I will. In Moo - using biologicals damages your rep big time. 
				__________________  'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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				August 10th, 2002, 09:40 PM
			
			
			
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 General |  | 
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				 Re: Planet Plague 
 We could also ask MM to mod the negative reaction into the game.      An extra line in AI_Anger would not be too difficult, I think. I'd still like to see bio-weapons require 'specialization' to the race they are supposed to kill, though. It's silly for one bio-weapon to kill any and every race equally well.
 
 [ August 10, 2002, 20:41: Message edited by: Baron Munchausen ] |  
	
		
	
	
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				August 10th, 2002, 11:08 PM
			
			
			
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				 Re: Planet Plague 
 I honestly don't know what happens when a plague reduces a planet pop to zero, but you could mod it to kill off even a large pop pretty quick. Might make it a viable kamakazi weapon. 
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				August 11th, 2002, 05:30 AM
			
			
			
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				 Re: Planet Plague 
 Planets with zero pop work just like planets colonized with zero pop--you get the planet, but you can't do anything.
 AFAIK, you can't mod how quickly a plague kills pop, except by setting the damage level higher (range Plague Level 1 to Plague Level 5). I think the algorithm is hardcoded for actual per-turn deaths--but Level 5 is definitely a ton more effective than Level 1.
 
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