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Santa SRPs


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#1 EternusIV

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Posted 28 August 2004 - 09:12 AM

Pete-

Any chance we can get an estimate of how many SRPs we will receive and whether or not they will carry over if we only use some of them?

Beggars can't be choosers - but I can at least beg to choose more wisely :thumbsup:

Thanks :cheers:
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#2 General Miles Avatar

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Posted 28 August 2004 - 09:37 AM

I'd bet the farm that they will just like last years SRP's.

#3 RTGPete

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Posted 28 August 2004 - 09:50 AM

They are just like the saved points you might have started with - if you don't do an SRP, they won't be used at all. As soon as you do an SRP order, they are activated for use starting with that turn. If you don't use them all up on that turn, the excess would be saved for future turns. Once you do an SRP, they're activated and will be used each turn until burned off, whether you do any more SRP's or not. No difference from how the starting saved SRP's work.

Actually, I haven't decided on the quantity yet...but it will be more than last year.
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#4 EternusIV

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Posted 28 August 2004 - 10:04 AM

...and there was much rejoicing.....
:thumbsup: :cheers: :unsure:
Proliferation Voluns Arachnida
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Formerly of the Everlasting Spawn - Empire 1728

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#5 General Miles Avatar

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Posted 28 August 2004 - 04:41 PM

Here one instance where I'd be glad to lose the farm :thumbsup:

#6 octagon999

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Posted 28 August 2004 - 07:31 PM

RTGPete, on Aug 28 2004, 04:50 PM, said:

Actually, I haven't decided on the quantity yet...but it will be more than last year.

Yeah, baby, yeah!!!

Oh man, I have just the project for 'em too!

#7 Krelnett_of_Kraan

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Posted 28 August 2004 - 10:11 PM

Here's a tip. If you know something is coming up that you'll want to use the SRPs on, but you can't research it yet, assign something like Matter Transporters to slot 1. The SRPs won't get used (because it's too advanced a tech to allow them) and later on you can issue an SRP order to switch it out with something else.
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#8 Ur Lord Tedric

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Posted 29 August 2004 - 01:26 AM

Krelnett_of_Kraan, on Aug 29 2004, 05:11 AM, said:

Here's a tip. If you know something is coming up that you'll want to use the SRPs on, but you can't research it yet, assign something like Matter Transporters to slot 1. The SRPs won't get used (because it's too advanced a tech to allow them) and later on you can issue an SRP order to switch it out with something else.

Not so, we believe, oh mighty Krelnett.... :alien2:

It will become active the next time you so an SRP order (this coming turn, perhaps)....

If what you have in Slot 1 is not researchable with SRPs, then they will move over to Slot 2 and indeed further until they encounter one that is - at which point they will expend themselves.

It's not something that occurs very often, we expect, but it would nice to have a little confirmation of this.....

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#9 RTGPete

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Posted 29 August 2004 - 02:38 AM

Ur Lord Tedric, on Aug 29 2004, 08:26 AM, said:

If what you have in Slot 1 is not researchable with SRPs, then they will move over to Slot 2 and indeed further until they encounter one that is - at which point they will expend themselves.

It's not something that occurs very often, we expect, but it would nice to have a little confirmation of this.....

That's how it works. If you don't have any items that can accept saved points (in any of your slots), then none would be spent.
Pete Dorman
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#10 Locklyn

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Posted 30 August 2004 - 01:07 AM

Wohoo! Finally we can research a decent Espresso Machine! The Mk I version keeps watering our java! Many thanks Pete

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#11 ali-t-akua

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Posted 30 August 2004 - 07:47 AM

Quote

Wohoo! Finally we can research a decent Espresso Machine! The Mk I version keeps watering our java! Many thanks Pete


Can you send the research path? We are desparate for a good cup of coffee here. :D
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#12 Moonshadow

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Posted 31 August 2004 - 02:55 PM

Do we know how many SRP for our early Chistmas bonus?

I vote for 48.







:D
Yo ho, yo ho, a pirate's life for me.
We're beggars and blighters, ne'er-do-well cads,
Drink up, me 'earties, yo ho.
Aye, but we're loved by our mommies and dads,
Drink up, me 'earties, yo ho.

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#13 Kahless

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Posted 02 September 2004 - 10:20 AM

Bonus ARP, I also think 48 would be a good number. Most of the elders :cheers: of the game are past the 24 point level and are probably at least at 36 if not 48. 24 points woluld not do them very much good. Whatever we get I will be happy.

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#14 Clan Elder 'Keen

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Posted 02 September 2004 - 10:58 AM

Considering you can't use SRPs on the very expensive techs anyhow, the cost of the tech curve really isn't that relevant. Half of that 48, 24 points, strikes me as reasonable.

#15 Moonshadow

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Posted 02 September 2004 - 11:55 AM

There are plenty of techs that would require 48 points to research and are still available to be put in slot 1.

However I too would be glad to get any amount. I do need to know the amount before I send in the turn, so I can decide which item to slot 1.

I still vote for 48.






:cheers:
Yo ho, yo ho, a pirate's life for me.
We're beggars and blighters, ne'er-do-well cads,
Drink up, me 'earties, yo ho.
Aye, but we're loved by our mommies and dads,
Drink up, me 'earties, yo ho.

Captain Jack Dragon
Buccaneer Extrodinaire of the Pirate Fleet of Tortuga





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