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July 5th, 2005, 08:21 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: OK, that\'s annoying (another Stellar Manip Q)
RW/SW comps and storm devices were the only SM comps that worked on bases prior to 1.88. Removing storms from working on them was just bringing them up to par with everything else. I'd say that it is good to have balance now, preventing the creation of more than one storm per turn. Do you really need bases to be able to create storms? Isn't it much better to have them on ships anyways, to get expanded mobility?
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July 5th, 2005, 08:46 PM
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Second Lieutenant
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Join Date: May 2003
Location: Oz
Posts: 412
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Re: OK, that\'s annoying (another Stellar Manip Q)
Yep, it is generally better to put them on a ship that can move, however I can see role-play and mod reasons for why you should be allowed.
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July 5th, 2005, 09:18 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: OK, that\'s annoying (another Stellar Manip Q)
If you mod the base to be able to use engines (and have non-zero Engines Per Move), any SM will be usable on a base with engines.
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July 6th, 2005, 02:11 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
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Re: OK, that\'s annoying (another Stellar Manip Q)
Well, all my ships had movement points, they were stationary the entire turn, in fact...I'll test it tonight to see what different configurations mean practically...
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July 6th, 2005, 03:23 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: OK, that\'s annoying (another Stellar Manip Q)
Are they currently holding enough supplies? You cannot perform SM without the required supplies on board. Quantum Reactors are most useful on SM ships, and don't affect their build costs significantly.
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July 6th, 2005, 07:50 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
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Re: OK, that\'s annoying (another Stellar Manip Q)
Yeah, they all have quantum reactors...
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