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Team: Strawberry Pancakes
Main: shawn - mccall
Level: 2411
Class: Fleet Commander

Joined: Sun Jan 06, 2008 12:53 am
Post [Gameplay/Code] Start builds without initial supplies
Mmkay I came up with this to alleviate some of the hell that comes with mod building, so here it is.

Allow a build to be started without initial materials but don't let the build move past 0% until the materials are present. This way I could start 1 Ada, 2 Dem, 4 Lac, and 8 Tit mods so that the Tits would finish and start the Lacs, then they would finish thus starting the Dems, which would finish finally starting the Adas.

It would do wonders for helping module building be less of a hassle.

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andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

goett wrote:
Fired bullets taste like candy.


Wed Sep 14, 2011 5:30 pm
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Team: Dark Traders
Main: yellow
Level: 1703
Class: Seer

Joined: Mon Nov 03, 2008 10:16 pm
Location: Crayola©
Post Re: Start builds without initial supplies
/signed

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Wed Sep 14, 2011 5:31 pm
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Team: Pax Romana
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Post Re: Start builds without initial supplies
/shawned

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Wed Sep 14, 2011 5:36 pm
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Team: Strawberry Pancakes
Main: shawn - mccall
Level: 2411
Class: Fleet Commander

Joined: Sun Jan 06, 2008 12:53 am
Post Re: Start builds without initial supplies
You know... I thought this would get a lot more '/signed's. I guess not everyone hates mod building as much as I thought. :P

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Neba wrote:
BLACK PEOPLE DON'T GET RICE

andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

goett wrote:
Fired bullets taste like candy.


Wed Sep 14, 2011 10:58 pm
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Team: pantalones
Main: Limpa
Level: 3143
Class: Shield Monkey

Joined: Mon Jan 16, 2006 11:09 am
Post Re: Start builds without initial supplies
find someone who doesnt mind building mods for a lil fee... :p

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Thu Sep 15, 2011 12:19 am
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Team: Resident Evil
Main: Time Warp
Level: 3162
Class: Shield Monkey

Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Start builds without initial supplies
urjuhh wrote:
find someone who doesnt mind building mods for a lil fee... :p


Me! Me!! ME ME ME! PICK MEE! OOH PICK ME! PLEASE! *waves hand in the air* ME! ME! ME ME ME ME ME!!!!!!!! MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

FUCKING PICK ME!


I hope he picks me.




Time Warp

P.S. I build Modules.

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andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Thu Sep 15, 2011 12:21 am
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Team: Strawberry Pancakes
Main: shawn - mccall
Level: 2411
Class: Fleet Commander

Joined: Sun Jan 06, 2008 12:53 am
Post Re: Start builds without initial supplies
Mail wrote:
urjuhh wrote:
find someone who doesnt mind building mods for a lil fee... :p


Me! Me!! ME ME ME! PICK MEE! OOH PICK ME! PLEASE! *waves hand in the air* ME! ME! ME ME ME ME ME!!!!!!!! MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

FUCKING PICK ME!


I hope he picks me.




Time Warp

P.S. I build Modules.



I can, and do, build my own mods already. I just think the whole process should be streamlined a bit as it is currently awful.

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Neba wrote:
BLACK PEOPLE DON'T GET RICE

andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

goett wrote:
Fired bullets taste like candy.


Thu Sep 15, 2011 12:37 am
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Team: Pax Romana
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Post Re: Start builds without initial supplies
I do the module builds for a fee(Bring bps if I dont already have them + supplies)

However, I don't particularly like the lack of streamlining.

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Thu Sep 15, 2011 1:08 am
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Team: Evo
Main: Savak
Level: 20
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Joined: Sat Jul 31, 2010 4:58 am
Post Re: Start builds without initial supplies
At first I was like "wtf no" but then I read ur post and was like "damn that makes sense".
/thumbs up

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Thu Sep 15, 2011 3:35 am
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Team: Memento Mori
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Joined: Tue Jul 08, 2008 2:47 am
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Post Re: Start builds without initial supplies
This could be part of the Programming skill. 'Program' a base to begin a build when another build finishes.

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Thu Sep 15, 2011 3:46 am
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Team: Dark Traders
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Joined: Mon Nov 22, 2010 7:57 pm
Post Re: Start builds without initial supplies
Makes sense, /signed.

Question though, would the build take in initial materials as they come? Or only start once 100% of initial materials are satisified? (first method helps with decaying commodities)

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Thu Sep 15, 2011 9:55 am
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Team: Dark Traders
Main: enkelin
Level: 3002
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Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Start builds without initial supplies
This would allow people to build dem on a shop as it buys frags, for example. I do think you should be able to queue builds, sort of like slave programming for bases.

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Thu Sep 15, 2011 10:19 am
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Team: Strawberry Pancakes
Main: kiko
Level: 2787
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Post Re: Start builds without initial supplies
/signed
This would be a wonderful addition to production.

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Thu Sep 15, 2011 1:35 pm
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Team: Eminence Front
Main: Radia
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Joined: Wed Oct 10, 2007 6:04 pm
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Post Re: Start builds without initial supplies
Love this thread and all of its contents. Implement asap, plox.

<3 Radia

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Thu Sep 15, 2011 2:08 pm
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Team: Heaven
Main: Lemon
Level: 2187
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Joined: Wed Sep 29, 2010 10:14 pm
Post Re: Start builds without initial supplies
This thread gets Lemon's approval.

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Thu Sep 15, 2011 2:56 pm
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