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  #1  
Old March 10th, 2001, 04:51 AM

jc173 jc173 is offline
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Default Re: Secret of the 89 Movement point BaseShip

Yep, you activate the components one at a time so it works. Just be sure not to activate too many at once before moving there seems to be a limit of how many movement points over your max you can have.
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  #2  
Old March 10th, 2001, 05:18 AM

rdouglass rdouglass is offline
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Default Re: Secret of the 89 Movement point BaseShip

Cool! I wasn't aware you can select individual emergency components...don't remember being able to do it. Sounds like a tough one not to use now....

[This message has been edited by rdouglass (edited 10 March 2001).]
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Old March 12th, 2001, 09:23 PM
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Default Re: Secret of the 89 Movement point BaseShip

Contrats!,

They will now have to put in a limitation on the number of EP you can have. I think it should be equal to the number of engines you have.

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Old March 12th, 2001, 10:33 PM
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Default Re: Secret of the 89 Movement point BaseShip

Man how many times was this posted.. Richard pelase remove thanks
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[This message has been edited by Seawolf (edited 13 March 2001).]
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  #5  
Old March 13th, 2001, 02:06 AM

AJC AJC is offline
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Default Re: Secret of the 89 Movement point BaseShip

its been reported to mm. I think it should be limited to 1 component per ship- but maybe it could be made self repairing.
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  #6  
Old March 13th, 2001, 02:25 AM
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Default Re: Secret of the 89 Movement point BaseShip

dup

[This message has been edited by Seawolf (edited 13 March 2001).]
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  #7  
Old March 14th, 2001, 01:26 AM

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Default Re: Secret of the 89 Movement point BaseShip

Why would it be self repairing? If you did that, it wouldn't be any different than adding more engines or a solar sail. You wouldn't have any drawbacks to using it.

Repairing is too easy as things stand, I don't think we need to exacerbate the problem. I'd rather it work so that you could only use one of a certain type of component per turn, and repairs either cost resources, or took longer (or both).

Just my 2 cents.
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