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January 16th, 2004, 03:09 AM
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Corporal
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Join Date: Jan 2004
Location: Ann Arbor
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Re: Ship weapon loadout
Well, I'm quickly adding "defensive" ships (with tons of shields/armor and some DF weapons) to bear the brunt of the punishment, as well as pure DF. Of course, since I can't get any contruction upgrades, it takes forever to build new ships :\ I would add PDC ships, but I'm gearing my fleets towards a specific enemy (the demo will run out before I have a chance to properly engage anyone else) that doesn't use missiles.
As for my stopping by on IRC... the channel seemed rather empty, and I don't usually hang out on gamesnet.
Also, out of curiosity: is there any way to "link" construction yard together. i.e. if I have 3 or 4 bases with construction yards, can I group them in some way so that they combine their resources? (if that doesn't make sense, just picture it as each construction yard building a piece of the ship and then combining the whole thing)
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January 16th, 2004, 03:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Ship weapon loadout
Well SE4 is a niche game in a niche market... you can't expect there to be 100s of people ready to start chatting.
Why does the server the channel is on matter? Its still chat just the same.
No, you can not link space yards together.
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January 16th, 2004, 04:14 AM
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National Security Advisor
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Re: Ship weapon loadout
The server matters because some IRC clients don't connect to more than one server at once without multiple instances of the client open. Which can get confunsing.
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 16th, 2004, 04:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Ship weapon loadout
Simple solution: get a better client.  Trillian for example.
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January 16th, 2004, 06:44 AM
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Corporal
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Join Date: Jan 2004
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Re: Ship weapon loadout
they can! with the newest Version of mirc (i don't know about the older ones) type this in:
/s -m [servername]
where [servername] is something like irc.gamesnet.com
i'll head back in and idle though. maybe other people will read this and do the same
[ January 16, 2004, 04:45: Message edited by: oogs ]
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January 16th, 2004, 04:48 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Ship weapon loadout
Quote:
Originally posted by oogs:
Also, out of curiosity: is there any way to "link" construction yard together. i.e. if I have 3 or 4 bases with construction yards, can I group them in some way so that they combine their resources? (if that doesn't make sense, just picture it as each construction yard building a piece of the ship and then combining the whole thing)
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Yes, but only in mods.
What you do is:
1) Build a non-spaceyard facility.
2) Upgrade it to a facility with SY ability
3) Enjoy the fast build rates since the SY abilities on the planet stack fully.
All you need to do is mod in another facility that has no SY ability and has the same family number as a regular spaceyard. Place it before the regular SY in your facilities.txt, and presto.
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January 20th, 2004, 11:56 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Ship weapon loadout
But remember, don't try any modding until you have the full Version, or you're working on a duplicate of the game data, because the demo doesn't like you messing with the data (you could always put in the full game data after all!  )
(SJ, you always make things too complicated!  )
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