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October 29th, 2002, 03:48 PM
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Corporal
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Re: To Suicide Junkie
S_J,
Also, as I am always seeking to learn, I wonder why you have reduced supply cost for all Tractor/Repulsor weapons in P&N from the 5 supply required in Gold to 0 supply required for your mod? This an interesting choice, and makes that family useful in intriquing ways....
Combat Squirrel
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October 29th, 2002, 04:45 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: To Suicide Junkie
Re: Hawking reactor
That was a partly-modded Quantum Reactor. The level 5000 tech requirement is to disable it until it is ready.
Re: Supply usage.
All the weapons' supply costs have been tweaked. Supply cost is meant to represent physical supplies, such as bullets, drive fuel, and other types of consumable matter.
The other side of the coin is energy costs. That gets represented by radioactives maintenance.
As such, Energy weapons tend to have little to no supply use. They cost dearly in radioactives, though.
Bullets and missiles, on the other hand, require only token radioactives for things such as the reloading mechanism. They bleed supplies like there is no tomorrow, though.
It should be fairly obvious that the energy weapons will be best for attack fleets in enemy territory, while physical weapons are best for defense fleets, who can sit on top of resupply depots, and save maintenance costs.
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October 29th, 2002, 06:18 PM
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Re: To Suicide Junkie
Makes great sense... lasers seldom need "reloading". I first discovered this change in supply usage not from the Data files, but from trying to pounce on a (mostly) disabled enemy. Having my boarding ship get flung across the map by a hulk with no engines, no supply storage, and no other defense was an, ah, .... unexpected treat.
Why the comparative lack of smaller weapons for the Racial Tech trees? Too difficult miniturize, or unbalancing for units?
Combat Squirrel - Nosey Nate, 1st degree 
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October 29th, 2002, 06:27 PM
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Shrapnel Fanatic
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Re: To Suicide Junkie
Really? Shoot.
I'll have to double-check those now.
I did intend to leave out some of the fancier damage-type weapons, like the energy dampers, and the seekers.
PS: thanks for inadvertently testing the "no supply use = still works when supplies are zero" thing for me
[ October 29, 2002, 16:29: Message edited by: Suicide Junkie ]
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October 29th, 2002, 07:32 PM
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Corporal
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Re: To Suicide Junkie
It would be Deluxe if you do decide to expand the smaller components without giving too much additional power to the Racial Techs. If I can be of any help, let me know.
Combat Squirrel
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October 30th, 2002, 04:39 AM
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Re: To Suicide Junkie
I'm ready to add the P&N tech to the TDM mod, but I'm still a little leary at this point that the two will mesh. This won't mess up the AI of the TDM mod races will it? Just want a little assurance!
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October 30th, 2002, 04:43 AM
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Shrapnel Fanatic
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Re: To Suicide Junkie
It most certainly will.
You need to do it the other way around, and put the TDM AIs into P&N.
1) Copy the TDM AIs into the races folder of P&N.
2) Go to the P&N downloads link in my sig.
3) Download the AI Patcher.
4) run the AI patcher, and patch each of the TDM AIs you've copied.
5) Run SE4, and play TDM + P&N
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