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  #11  
Old August 20th, 2001, 08:40 PM
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Default Re: PBW Mod support implemented.

quote:
I will have to make sure that the component ability works,
It does. I have used it in setting up scenarios. It works quite well. I haven't tried setting it to more than -100% to see if it will generate resources, as in your resource ships, (Very cool btw. ) but I can tell you for sure it works to eliminate, or reduce in your case I guess, maintenance.

quote:
"Privateer" Pirates could take precautions, such as holding a colony in the homesystem of their employer(s), thus guaranteeing contact and the continued flow of funds.
That makes sense. In fact, that seems very "realistic" IMHO.

Geoschmo

[This message has been edited by geoschmo (edited 20 August 2001).]
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  #12  
Old August 20th, 2001, 09:46 PM
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Default Re: PBW Mod support implemented.

quote:
I will have to make sure that the component ability works...

It does. I have used it in setting up scenarios. It works quite well.
Have you by any chance checked what happens when the component is destroyed?
You would have some interesting effects if you lose the maintenance bonus when your ship is damaged, and the only way to fix it is to permanently mothball or trade it back to the nomads for a replacement.

The other question is whether multiple maintenance reductions stack badly.

IE: if you put one of these components on a base, do you get 0.5% maintenance, or -49% maintenance, or just 1% maintenance?

[This message has been edited by suicide_junkie (edited 20 August 2001).]
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  #13  
Old August 20th, 2001, 10:58 PM
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Default Re: PBW Mod support implemented.

Good questions which I have never tested. I never actually left it for the game. I only used it for the scenario setup to keep resources from being depleted whilst I arranged things how I wanted them.

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  #14  
Old August 21st, 2001, 12:31 AM
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Default Re: PBW Mod support implemented.

Argh. Bad news. The modifier adds with others.

So putting one on a base, or two on a ship can easily give you large negative maintenance.

I will have to find out if "one per ship" will work, or whether I have to stip down my vehiclesize.txt in order to copy all ships and bases into low-maintenance Versions.
I may take the cheap way out and just copy all of the various "bridge" components into nomad-only 1% maintenance modifiers.

---------------------
Oh, yeah! After poking around blindly for a while, I found the "One per ship" restriction works under v1.35 ... once I check it on v1.41, then I'll be set.
There will just be a separate component for ships vs. bases,and each will reduce the maintenance on the vehicle to 1%.
A race with maxed out v1.41 maintenance reduction could concievably have as low as 0.2% maintenance. (Meaning a standard bridge costs exactly $1 per turn )

[This message has been edited by suicide_junkie (edited 20 August 2001).]
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