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  #1  
Old June 15th, 2001, 12:47 AM

Marty Ward Marty Ward is offline
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Default Re: Changes from 1.35 to current load...

Thanks for the update. When can we expect this to be out?
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  #2  
Old June 15th, 2001, 12:56 AM
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Atrocities Atrocities is offline
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Default Re: Changes from 1.35 to current load...

quote:
5. Fixed - Error when loading a game with a map which had more than 255 starting points.


Now this sounds very interesting. Perhaps we can now bump the total number of systems up to a new maximum.
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  #3  
Old June 15th, 2001, 02:08 AM
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Default Re: Changes from 1.35 to current load...

quote:
4. Changed - Minimum maintenance cost for any empire is 5%.


Pity. I rather liked no-maintenance ships.

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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #4  
Old June 15th, 2001, 09:25 AM
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Default Re: Changes from 1.35 to current load...

Some really important fixes in there. Thanks once again to Aaron for new code and to Shrapnel for this forum which, as the fix list clearly proves, is what keeps us fans so close to Malfador.

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  #5  
Old June 15th, 2001, 04:23 PM
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Default Re: Changes from 1.35 to current load...

Sweet. So now one should be able to build multiple QR-equipped planet creators and let them wander around, converting asteroid fields at will...

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Old June 15th, 2001, 05:00 PM

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Default Re: Changes from 1.35 to current load...

Hurrah! Thank you Aaron!!!

Can't wait for this one to be out.

Cheers,

Admiral
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  #7  
Old June 15th, 2001, 06:15 PM

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Default Re: Changes from 1.35 to current load...

#7 - hah another exploit down the tubes...
#8 Thanks, maybe someday I will finish this game and have asteroid systems to use it on again...
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