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  #121  
Old June 9th, 2004, 07:37 AM
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Default Re: New SJ mod

How tall are you?

Well, you wanted a question only you could answer...

...on this forum at least...
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  #122  
Old June 10th, 2004, 12:06 AM
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Default Re: New SJ mod

Actually, I seriously don't know the answer to that one...

It would also depend morning or evening...

Tesco or the Cap'n could probably guess better than I could, actually.
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  #123  
Old June 10th, 2004, 05:49 PM
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Default Re: New SJ mod

OK it may have been stated allready, what facility gets Rads in this mod, found the farmer haveing tuff time with the rads (not the name in the Mod)
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  #124  
Old June 10th, 2004, 06:07 PM

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Default Re: New SJ mod

Mottlee

Solar Power Array or Fusion Reactor Facility - Both from Rad Extraction.

[ June 10, 2004, 19:23: Message edited by: JLS ]
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  #125  
Old June 10th, 2004, 07:26 PM
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Default Re: New SJ mod

Geothermal too.

Solar power station is, naturally based on the number of stars.

Fusion reactors require more maintenance, but produce constant power independent of the planet's value and happiness.

Geothermal facilities are normal value-dependent producers.
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  #126  
Old June 10th, 2004, 08:17 PM

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Default Re: New SJ mod

Geothermal too

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work

[ June 10, 2004, 19:24: Message edited by: JLS ]
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  #127  
Old June 10th, 2004, 10:32 PM
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Default Re: New SJ mod

I have built some of these and I do not see any thing in the resorces area on the planet screen!!??? Hmmm will look again but I duno
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  #128  
Old June 10th, 2004, 10:36 PM
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Default Re: New SJ mod

Quote:
Originally posted by JLS:
Geothermal too

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work
Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up

[ June 10, 2004, 21:42: Message edited by: mottlee ]
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  #129  
Old June 10th, 2004, 11:05 PM
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Default Re: New SJ mod

Yeah, the repair bay launches repair drones, which do the actual work

I was reading the AvP thread, and it gave me a good idea for a possible spacemonster race that would be good in this mod...

Basically, they'd just spam out troops and troop transports... No warships needed, they just try to overrun your defenses with massive numbers...

Given a fair sized fleet of transports, you probably won't be able to stop them all in one combat, and the rest will drop on your planets causing mayhem and destruction

-----

As for fusion powerplants...
they use the new generate points ability, so unfortunately you won't see the production in your totals.
It will be added to your storage though.

[ June 10, 2004, 22:07: Message edited by: Suicide Junkie ]
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  #130  
Old June 10th, 2004, 11:54 PM
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Default Re: New SJ mod

Before those nasty monsters could do some bad things on my planet, they should arrive there from deep space. And I assure you, my fleets won't allow them to do it
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