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				October 28th, 2001, 03:49 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
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				 Re: Transporting Bases 
  quote:The final result is a ship/base fleet with 2MP available, for one turn only.
 
 That would be because the fleet is specially created when you "use component" -> tractor beam.  It would be artificially set to 2/0 movement at that time. 
On the next turn, the regular movement refill code would give the fleet 0/0 movement.
 
Kinda simple and Hacky.  You'd have to break the fleet and then re-use your tractor beam the next turn.
 
I think that moving bases is worth a little MicroManagement.   
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				October 28th, 2001, 09:16 AM
			
			
			
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 Second Lieutenant |  | 
					Join Date: Jun 2001 Location: Australia 
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				 Re: Transporting Bases 
 I've never tried it, but I believe you can put an emergency populsion pod on your base and move it a few sectors each turn. Just pair it up with a space yard ship so the pod gets repaired each turn.
 
				__________________A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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				October 28th, 2001, 09:22 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Transporting Bases 
 I actually mentioned this to MM before but I don't understand why you still can't use components in a fleet... that makes the pod useless if you want a fleet of ships to make a quick get-away with it, at least without breaking up your legendary fleet!
 
				__________________A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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				October 28th, 2001, 05:16 PM
			
			
			
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			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
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				 Re: Transporting Bases 
 I thought that base-movement bug was fixed.
 As for fleets, take half the ships out, use their pods, then put 'em back in.
 Take the other half out, use their pods, and put em back in.
 
 The fleet should now move at Emergency speed.
 
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				October 29th, 2001, 07:20 PM
			
			
			
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 Brigadier General |  | 
					Join Date: Jan 2001 Location: Ohio, USA 
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				 Re: Transporting Bases 
 Or if you currently want mobile bases, until this is resolved, build and use baseships outfitted with componets for base, then move them to whatever location you want them. They are expensive to maintain, but you can always mothball them until you need them.
 just some ideas    mac
 
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				just some ideas   Mac
 
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				October 29th, 2001, 08:18 PM
			
			
			
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 Private |  | 
					Join Date: Oct 2001 Location: memphis,tn,USA 
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				 Re: Transporting Bases 
 <b>Yes, the ability to tow another ship/base has been requested many times. I've alsorequested 'docking bays' to let a ship be hidden inside a base. No response from MM so
 far. All I can say is, keep requesting. When the interest reaches a certain level he'll
 decide it's worth implementing.</b><hr><br><br>
 You could make big fighter 100 - 1000 and then make a Comp Mount that incease the weapons by like 5-10 and range by 2-3.
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