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Offline Indie Winter

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Antimatter storage
« on: August 08, 2010, 09:55:24 pm »
quick question: I now have the ability to build Antimatter Storage rooms in my bases. Do I need to build them in the same bases as the ones I disassemble captured alien ships in? Or is it possible to transfer it from one base to the other? Or am I getting this all wrong, and the Antimatter is supposed to come from someplace else?

Thanks!

Offline Lew Yard

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Re: Antimatter storage
« Reply #1 on: August 08, 2010, 11:34:24 pm »
You'll need one at each base where you disassemble UFOs if you don't want to lose the antimatter, AFAICT.

Offline geever

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Re: Antimatter storage
« Reply #2 on: August 09, 2010, 10:21:23 am »
You'll need one at each base where you disassemble UFOs if you don't want to lose the antimatter, AFAICT.

You're right. And you can transfer antimatter to other bases you don't disassemble UFOs.

-geever

Offline Thrashard96

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Re: Antimatter storage
« Reply #3 on: August 09, 2010, 10:27:34 am »
Why do you need them anyways? Making a spacecraft or something?

Offline Sarin

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Re: Antimatter storage
« Reply #4 on: August 09, 2010, 02:11:32 pm »
Advanced crafts with alien propulsion, like Dragon and Stingray.

Offline Thrashard96

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Re: Antimatter storage
« Reply #5 on: August 09, 2010, 02:18:31 pm »
Oh... And please, fix the later aircrafts, i have researched them, but they don't have their description (running 2.3 recompiled - 15 bases per game)

Offline geever

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Re: Antimatter storage
« Reply #6 on: August 09, 2010, 03:35:49 pm »
Why do you need them anyways? Making a spacecraft or something?

Alien tech based aircraft use it as fuel, also there will be am rockets (aircraft) in the future IIRC.

-geever

Offline Sarin

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Re: Antimatter storage
« Reply #7 on: August 09, 2010, 04:36:58 pm »
Current AM use/gain model is weird, since to get AM, you cannot use it, as it is only obtained from landed UFOs. So, you shoot down anything smaller than harvester, but that is possible with only Saracens...so where is the point?

Offline geever

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Re: Antimatter storage
« Reply #8 on: August 09, 2010, 05:35:27 pm »
Current AM use/gain model is weird, since to get AM, you cannot use it, as it is only obtained from landed UFOs. So, you shoot down anything smaller than harvester, but that is possible with only Saracens...so where is the point?

The point? If you shot down the UFO the AM explodes.

-geever

Offline nagy.m.bear

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Re: Antimatter storage
« Reply #9 on: August 09, 2010, 07:52:47 pm »
I think what Sarin was trying to say was that AM can be used to fight Harvesters (fighters, and scouts can be shot down with Stilettos, and Saracens), but they are also the main source of AM. So you want them to land, and get AM from them, to shoot the next one. And then what? Yeah it is kind of strange... although I am guessing you will also need it to go to where aliens come from, and finish the game. Is it possible to finish the 2.3 version? I mean is that part of the game finished?

I have a 100% Fighter UFO. Probably from one time when my base was attacked. It holds 250 AM, but can be dismantled in 1100 hours "only" (compared to the 1700 hours of the Harvester). I guess sometimes it is worth making your base defenceless. ;)

Offline geever

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Re: Antimatter storage
« Reply #10 on: August 09, 2010, 08:12:04 pm »
Is it possible to finish the 2.3 version? I mean is that part of the game finished?

Yes it is, no it isn't.  :)
You can finish (win) 2.3 but that end is a temporary one. The storyline is not yet fully implemented.

-geever

Offline Kildor

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Re: Antimatter storage
« Reply #11 on: August 10, 2010, 08:16:21 am »
AM should be gained from alien bases, btw.

Offline DelPazzo

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Re: Antimatter storage
« Reply #12 on: January 02, 2011, 03:08:43 pm »
Just to make sure: I only need them where there is disassembly? Not where I have antimatter-needs (for fuel)?

Offline Lew Yard

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Re: Antimatter storage
« Reply #13 on: January 02, 2011, 11:51:49 pm »
Both places.