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  #1  
Old October 23rd, 2006, 04:01 PM
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Baal Baal is offline
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Default SEV Sphereworld construction

Is it different than SE4 because I tried to do the same thing and it doesn't seem to work. Same except for the fact I couldn't stick all my stuff above the star in question. Is there something changed about making these things?
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Old October 23rd, 2006, 04:34 PM
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Default Re: SEV Sphereworld construction

I believe you may need to build the components on a baseship, in order to have 1mp available to activate the stellar manip process.
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Old October 23rd, 2006, 05:13 PM
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Default Re: SEV Sphereworld construction

I did stick the placement generator on a baseship with engines but not the other parts.
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Old October 23rd, 2006, 08:12 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SEV Sphereworld construction

As far as I know you do NOT need any movement points to activate the construction component. What you do need is sufficient space for the new structure. It's quite fussy about any ships or bases that aren't being used in the construction. Make sure everything but the bases/ships with the components are well out of the way. Weirdly enough, planets or asteroids get moved out of the way...
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Old October 24th, 2006, 09:38 AM

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Default Re: SEV Sphereworld construction

The manual is very exacting on this matter:
You need the following:

Only 1 star
No other stellar constructions in the system
No colonies within 6 sectors of the star
No vehicles (other than those required for this process) within 6 sectors.
Everything within 6 sectors will be destroyed. Warp points will be moved.
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Old October 24th, 2006, 10:43 AM
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Default Re: SEV Sphereworld construction

Well, I did all the guidelines that Moriarty lists and I put movement points on all the ships and yet it will still not create.
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