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Main: JackFrost
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Post New Commodities for Colonies & Reaver Changes
As of the next patch that goes up nobody has the right to complain about how their peasant pumping is no longer effective. I added a lot of new commodities which can be sold in colonies. Just a tip for everyone, having one very effective and well supplied colony will be more profitable than pumping any amount of peasants.

The new commodities with their starting values are:

Gravity Controllers, 4500
Spacewalker Suits, 45000
Portable Lavatories, 1850
Personal Computers, 575
Cyborgs, 1975
Fembots, 2000
Furniture, 1600

Compare those prices to baobabs which have a starting value of 800. There is enormous potential for profit with these new commodities.



The blueprints to build the converters are in dungeons at varying levels of difficulty. It will be a lot of work to make them all, and they cost a lot, but they will be beneficial for everyone who gets them.


These new commodities will also be used in construction projects in the future.






Reavers in dungeons and the roaming Grim Reavers have been changed to two different spawn types now. Before they had the same items on them. The dungeon reavers are stealthier and have higher shield bank than previously.


Sat Nov 10, 2007 12:30 am
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Team: Strawberry Pancakes
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Post 
Will DG MF Reavers have slightly longer recoil times on their weapons to offset this change, or are they simply being beefed vs Stealthers?

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Sat Nov 10, 2007 12:38 am
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Post 
They're just being beefed. They are supposed to be some of the most challenging AI to encounter in dungeons and they were not. They will be now.


Sat Nov 10, 2007 12:47 am
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Joined: Sun Aug 13, 2006 3:20 am
Post 
Nice this sounds great, the GAME was getting to challenging to make money I think this will fix that :P

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Sat Nov 10, 2007 12:48 am
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Post 
so im guessing BSSs aren't being nerfed then?

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Sat Nov 10, 2007 12:51 am
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Team: Strawberry Pancakes
Main: Trevor50
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Joined: Wed Jul 12, 2006 10:01 pm
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Post 
JackFrost wrote:
They're just being beefed. They are supposed to be some of the most challenging AI to encounter in dungeons and they were not. They will be now.



dont sound like a slight beef, sounds like nice beef

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Sat Nov 10, 2007 12:52 am
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Post 
It will still be a challenge, these commodities take a lot of resources that need to be extracted. A cyborg take 10 metals, 5 microchips, and 1 peasant to make.


Sat Nov 10, 2007 12:53 am
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Team: Resident Evil
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Post 
/commence drooling


Sat Nov 10, 2007 1:37 am
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Team: Strawberry Pancakes
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Post 
Fembots! Wooooooo! :lol:


Sat Nov 10, 2007 1:45 am
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Post 
77/77 wrote:
so im guessing BSSs aren't being nerfed then?


Relax. If no one else does it I will :)

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Sat Nov 10, 2007 2:20 am
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Team: Evil Empire
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Post 
Sounds great Jack, can't wait for it :)

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Sat Nov 10, 2007 3:16 am
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Team: Nibbles
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Level: 1626
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Joined: Sun Feb 12, 2006 8:39 am
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Post 
cant they be a base item rather than a bp like crack dens etc

plus is there anyway to sort making and selling workers
so you dont run out of rations at present i know of no one that does this commod and sells


Sat Nov 10, 2007 6:13 am
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Joined: Mon Sep 04, 2006 12:12 am
Post 
Is it also possible to change the dropping of commodities prices on collonies? Currently some drop 100 or 200 in price per tick.

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Sat Nov 10, 2007 6:13 am
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Joined: Sun Nov 26, 2006 1:38 am
Post 
Wooooo FEMBOTS!!!

Ima stack em in my ship for +10% Will to Live!


Sat Nov 10, 2007 8:46 am
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