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  #1  
Old November 11th, 2003, 07:01 AM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Updating the D-Mod (GoldD)

well, excuse me for being sick and not being able to catch up on all that's happening!
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Old November 11th, 2003, 07:09 AM

Taz-in-Space Taz-in-Space is offline
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Default Re: Updating the D-Mod (GoldD)

...mumble Large Heavy YOUR Massive EXCUSED! Spinal mumble mumble...
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Old November 11th, 2003, 07:16 AM
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Default Re: Updating the D-Mod (GoldD)

i think Taz has a problem with his spinal. more specifically, the fourteen pound lump at the top.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
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Old November 11th, 2003, 11:57 AM
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Default Re: Updating the D-Mod (GoldD)

Quote:
Cruise Liners (gain resouces while transporting colonists/tourists!)
You actually got this to work? I tried this for some time and could not get any design to actually collect resources. Ahhhh, I get how you did it now. Damn that would be clever.... I should have thought of that. Man the simplest solutions are always the ones tha elude us the most.

Now if you can get one that STORES resources to work let me know.
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Old November 12th, 2003, 02:38 AM
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Default Re: Updating the D-Mod (GoldD)

Thanks Taz, your starting off my day with a good laugh. And the Hermes will still be there more or less untouched...

As to the Cruise Liners, that problem was solved by SJ, giving them a component that gives them negative maintenance so they 'make' money. Now to balance it so their not overwhelming (considering how much $$ you can already make with my Version of the Robo-Miners/Prospector ships...)

Permission is in for the use of the FQM and the DevnullMod so expect to see some familiar things with a few twists....

Oh and Atrocities...I'll be sending you an email later about use of a certain machine-like shipset that I want to include instead of the Monsters....(can you guess which one, lol)...
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Old November 12th, 2003, 05:08 AM
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Default Re: Updating the D-Mod (GoldD)

Testing on the Cruise Liners goes well, think I may have them balanced for early/mid game anyway, a small cruise liner will net you 70 minerals and about 20 food/rads per turn. So about 10 of them will net as much as one mineral facility (close, facility will still generate 800) and while you are building these ships others will be building warships.... They are also a little expensive to build (beginning costs 2000 in min/food/rad for the small, 3000 m/f/r for the med and 4000 for the large..with 10%/12% and 15% return respectively.)

Don't truely think they will be a game breaker but may be a vital addition to finite or P/N type games....
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Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

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Old November 12th, 2003, 06:44 AM
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Default Re: Updating the D-Mod (GoldD)

of course! call it D-Gold!
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
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Sig updated to remove non-working links.
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