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 Post subject: Anti matter power plants
PostPosted: Mar 15 2010 
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Colonel

Joined: Jul 16 2008
Posts: 314
Also about the anti matter tech, I've just replaced 600 of all my fusion plants with anti matter. Now anti matter is supposed to have more out put, but how come I've had to build double the amount of anti matter than my fusion plants?

For example, I had 600 fusion but I've had to build 1400 anti matter just to meet my full quota, why?

Fusion produces: 8000000000 MWh
Anti matter produces: 11000000000 MWh

Not sure of the exact figures but its something like this?

Is this a bug?


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 Post subject: Re: Anti matter power plants
PostPosted: Mar 15 2010 
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Brigadier Gen.

Joined: Sep 29 2008
Posts: 970
I think it has to do with the tech Cold Fusion. It increases Fusion Production 100%.

The Anti Matter and Dark Matter plants were originally in a Ruges Mod simply to add techs above the level that was in the game. ( I think) They do not have any techs that boost them.

If this is the case, then a Fusion plant with Cold Fusion researched might be producing 16(bunch of zero')s instead of 8 (bunch of zero's).


Last edited by GIJoe597 on Mar 16 2010, edited 1 time in total.

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 Post subject: Re: Anti matter power plants
PostPosted: Mar 16 2010 
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Colonel

Joined: Jul 16 2008
Posts: 314
So basically its not worth building any Anti-matter plants because they aren't as good as fusion plants due to a tech improvement?

If this is the case, then why not just add an upgrade that boost the efficiency of the anti matter plants, with simmilar effects that the cold fusion tech added to the fusion plants. I mean what is the whole point of spending hours researching anti-matter tech when its worse than cold fusion in the game?

I think it doesn't make any sense in adding this tech in the first place since its not as efficient as fusion tech. Also, if the programers knew about this, then why make anti-matter deliver 11000000000 when fusion delivers 16 zeros more like Gi Joe says?
Shouldn't the amount of energy (regardless the type of power plant) be accurately displayed in this game so as to save confusion?
Either this needs to be fixed or at least add something within the game itself that automatically updates the value of MWh each fusion power plant delivers once cold fusion tech is researched and put to use instead of leaving the old value in.


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 Post subject: Re: Anti matter power plants
PostPosted: Mar 16 2010 
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General
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Joined: Aug 22 2008
Posts: 2329
Location: Cloaked at a warpgate near you
GIJoe597 wrote:
The Anti Matter and Dark Matter plants were originally in a Ruges Mod simply to add techs above the level that was in the game.

Acualy allot of those techs where from Xbwalker on this Future techs mod. viewtopic.php?f=48&t=12003


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