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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:02 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
ST wires don't give power from powering facilities unless there are two of them connected, instead of just one.

Brighty wrote:
The liquid is Vidrane, it is refined to make fuel for the trucks. A truck will refuel every 10 trips.


What liquid is vidrane?


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:05 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Oh, that new wavy liquid thingy? Do we just put a "Refinery" (that is in quotes because of the name in the game "Vidrane Refinary") next to it or what? I tried that and nothing happened, but I could have just overlooked how far I was.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:18 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Nobody ever brings power to my power station. It happened once, and power lasted for less than a minute.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:18 pm 
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Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
they require alot of power but it does work.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:24 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
The packer things don't seem to make the power cans very often, did you solve that? I'm trying to add solar power to them to see if they will do anything as I post.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:42 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Here's an idea: be able to click on a building and set its priority rating to maximum for a few seconds. If nobody is getting stuff to the shopping mall or power station, or if certain buildings are using resources to build before the building you want (in other words, moving it up the queue) that would be helpful at times, no?


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 9:46 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Last thing I noticed (I'm done for the day)

I think the power station is running at intervals regardless of there being power or not. I just had a power canister last for 4 seconds. The one prior to that lasted for almost a minute.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 1:49 am 
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Powered Pod
Powered Pod

Joined: Sun Sep 11, 2011 12:23 am
Posts: 18
Nice to see that MBE is progressing well.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 8:45 am 
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Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
priority settings? lets just rip of the rest of lego rock raiders while we are at it.


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 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sun Feb 19, 2012 8:50 am 
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Standard Quarters
Standard Quarters

Joined: Sun Apr 19, 2009 7:46 am
Posts: 106
Location: Finland
Hi Brightlance!

My biggest stumbling block right now is power. I never seem to have enough... I assume those tiny light bulbs on top of a building mean it has power? It seems that I need to build a ridiculous amount of solar cells to keep even a small colony powered. Is this really so? It would really help if you could tell us the power requirements for buildings, and make some clear indication of how much power is drained from a solar cell/power plant.

I noticed this version has some progress bar type thingys on top of buildings when you mouse over them. Can you explain what they mean?

Tapani


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