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				September 9th, 2002, 11:19 PM
			
			
			
		  
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				Colonel 
				
				
				
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				Re: Long Range Wepons
	
			 
             
			
		
		
		
		How about a component that induces the random event that causes a ship to travel to a random part of the galaxy.  If it were expensive enough, you wouldn't want to use it on every ship.  But it would provide a way into any far flung system. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 10th, 2002, 02:04 AM
			
			
			
		  
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				Private 
				
				
				
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				Re: Long Range Wepons
			 
             
			
		
		
		
		Well, since we're experiencing this and just defeated it, here is what we did. 
 
It's 2 vs 1, the 1 is turtled in a sector with a system shield and has 100 planets outside his shield. 
 
We attacked 2 or 3 planets per system to start riots.  The riots caused his intel centers to stop producing.  Even though he has about 4 gazillion intel points saved up, his production is currently 0 so he can't use any of his stored points to stop us. 
 
We then began using intel to steal a random ship.  We can steal 3 ships each turn.  After about 10 turns we happened to steal a construction ship in his turtled sector.  (And we see he's not quite done with the sphere world, but that's neither here nor there.)  Immediately built fighters with the builder ship to defend it and set all of our intel to attack specific ships in the turtled sector now that we can see inside. 
 
Obviously, this can't work in all instances, but it's how we won in this instance. 
 
 - takr 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 10th, 2002, 05:40 AM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Long Range Wepons
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Arkcon: 
How about a component that induces the random event that causes a ship to travel to a random part of the galaxy.  If it were expensive enough, you wouldn't want to use it on every ship.  But it would provide a way into any far flung system.
			
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 cant be done on a component.  however, Geo was talking about this on another thread.  what you can do, is mod a new intel project that moves a ship to any random place in the quadrant.  the catch is that you have to have two empires cooperating, or it wont work.  you cant run intel against yourself, you know. 
		
	
		
		
		
		
		
		
			
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				September 10th, 2002, 06:51 PM
			
			
			
		  
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				Re: Long Range Wepons
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Puke: 
if out-of-contact empires counted towards a 'peace' victory condition, you could set it to peace after 10 years......
			
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 IIRC they don't count towards that victory condition.  All empires must have contact.... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 10th, 2002, 07:10 PM
			
			
			
		  
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				Re: Long Range Wepons
			 
             
			
		
		
		
		"if" being the operative word... 
		
	
		
		
		
		
		
		
			
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				September 11th, 2002, 01:31 AM
			
			
			
		  
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				Re: Long Range Wepons
			 
             
			
		
		
		
		
		
	
		
		
		
		
		
		
			
				__________________ 
				Know thyself. 
 
Inscription at the Delphic Oracle. 
Plutarch Morals 
circa 650 B.C.
			 
		
		
		
		
		
		
	
		
		
	
	
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				September 11th, 2002, 02:16 AM
			
			
			
		  
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				Re: Long Range Wepons
			 
             
			
		
		
		
		I think he means using Intel to offensively stop the attackers ships or economy. 
		
	
		
		
		
		
		
		
			
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