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  #11  
Old May 15th, 2003, 06:56 PM
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von_toaster von_toaster is offline
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Default Re: Plague level for mod

And it's also a pity you can't put plague bombs on drones. Would finally be a nice use of these things (and quite horrific also...)
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  #12  
Old May 15th, 2003, 07:19 PM

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Default Re: Plague level for mod

Quote:
Originally posted by von_toaster:
And it's also a pity you can't put plague bombs on drones. Would finally be a nice use of these things (and quite horrific also...)
Just put them on a very small ship. Sure, you're paying maintenance, but it will be useful for more than one hit.

Why would they be better on Drones?
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  #13  
Old May 15th, 2003, 08:43 PM

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Default Re: Plague level for mod

"Why would they be better on Drones?"

Because you except to loose drones..and drones can be built anywhere. They also get intrinsic defense and speed bonuses.
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  #14  
Old May 16th, 2003, 11:13 AM
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Default Re: Plague level for mod

Hop, no relation with the title of the previous subject , but for teh fun of it, a new question.

I think what I want to do cannot be done, and there is way around not practical, and problematic for AI.

The idea is as follow:
I have 2 type of cloaking component.
EM P EM A G P T
C1: 1 0 0 x 0
C2: 1 0 0 0 x

I want it possibel to put only one of these component in a ship.

What I think is:
The only way to do so is to give both component the same family, and use the restriction one per vehicle.

However the problem is which number to give them because 2 different area of research will make both components get better. So if display only latest, only one of the two component will be displayed. moreover I guess AI will take the one with higher available number.

I hope I make myself understood.

Is there a way to do the required effect without using this idea, to avoid the described problem?

Thank you in advance
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