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April 10th, 2004, 06:47 PM
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General
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Re: Star Trek, Quadrants of Conflict
Quote:
Originally posted by aiken:
Yeah, but what can you say about this:
Type := Warp Point - Opened
Severity := High
Effect Amount := 1
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Start Message 1 := Our scientists have detected fluctuations in [%SystemName], They suspect that a new warp point is forming. We should send a ship to study this phenomenon.
(from Events.txt)
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Well, there's only one thing I can say about that:
Oops
I was looking at the stock events.txt file, not the STM one. For some reason, the stock game doesn't have that event implemented. However, Atrocities did put it in. Guess I should think a little more before moving my fingers on the keyboard!!
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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April 10th, 2004, 06:55 PM
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Major
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Join Date: Jan 2004
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Re: Star Trek, Quadrants of Conflict
Another question: since we have Stellar Manipulation allowed (except Warp tech) what about Weapons of mass destruction? I'm not an expert in ST universe, but so far I know about only 2 of them: Doomsday Machine and 8472 6-in-the-circle planet destroyer. Opinions?
So the actuall question is: are they allowed? (as the Last resort).
[ April 10, 2004, 18:03: Message edited by: aiken ]
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April 10th, 2004, 09:14 PM
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Corporal
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Location: Canada
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Re: Star Trek, Quadrants of Conflict
Quote:
Originally posted by aiken:
Another question: since we have Stellar Manipulation allowed (except Warp tech) what about Weapons of mass destruction? I'm not an expert in ST universe, but so far I know about only 2 of them: Doomsday Machine and 8472 6-in-the-circle planet destroyer. Opinions?
So the actuall question is: are they allowed? (as the Last resort).
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Didnt atrocities move that to weapon tech? I dont think you have to research it in Stellar Manip. to make it work??
Cant wait to play Are we just waiting for players then we are ready to go? or is there a date in mind?
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April 10th, 2004, 09:36 PM
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Major
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Re: Star Trek, Quadrants of Conflict
Quote:
Originally posted by BlackRose:
quote: Originally posted by aiken:
Another question: since we have Stellar Manipulation allowed (except Warp tech) what about Weapons of mass destruction? I'm not an expert in ST universe, but so far I know about only 2 of them: Doomsday Machine and 8472 6-in-the-circle planet destroyer. Opinions?
So the actuall question is: are they allowed? (as the Last resort).
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Didnt atrocities move that to weapon tech? I dont think you have to research it in Stellar Manip. to make it work??
Cant wait to play Are we just waiting for players then we are ready to go? or is there a date in mind? WMD has Stellar Manipulation 4 as prerequesite. So you have to research SM to get it.
As for now latest STM Version is not uploaded to PBW, so where is no much sense to start the game without the mod itself And give Intimidator some time to arrange things in the best way.
Happy Easter fellows! Christ has arisen!
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April 10th, 2004, 10:18 PM
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Shrapnel Fanatic
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Re: Star Trek, Quadrants of Conflict
I recommend we not use INTEL.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 10th, 2004, 10:26 PM
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Shrapnel Fanatic
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Re: Star Trek, Quadrants of Conflict
If we want to get this game going we will need to get Geoschmo to upload it to PBW.
So if you have time, consider writing him a nice polite email. Remember he runs this thing pro-bono so any donation he gets does help. But since he is only one guy he has a limited about of time that he can spend uploading mods and such. So if we are all kind and such perhaps we could persuade him to spend a little extra time on upload this mod by this weekend... oops tis the weekend already.
And I RECOMMEND NO INTEL.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 10th, 2004, 10:54 PM
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First Lieutenant
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Re: Star Trek, Quadrants of Conflict
Hi,
Thanks Aiken, you are right. I need some time to get it on track (a lot of work).
But BlackRose, don't be affraid I'm NOT going to wait for human-minors for months. But I still have to work on the map, with Tnarg (he is back monday) So at least a week before start. (But that would be fast, 10 days since first post)
Atrocities: why do you suggest NO-Intel, I liked the ideas that are proposed ?? But you made the Mod, so please inform me??
Inti,
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April 10th, 2004, 11:09 PM
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First Lieutenant
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Re: Star Trek, Quadrants of Conflict
I just got an great idea: maybe it's smart for me to start playing the Romulan against AI for the time being (could use the training)
Inti,
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April 10th, 2004, 11:18 PM
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Shrapnel Fanatic
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Re: Star Trek, Quadrants of Conflict
The reason I recommend no intel is mainly because it will simplify things.
You can allow intel, but disallow Sabotage. That would work far better.
Sabotage will eventually give access to some very nasty intel projects would seriously unbalance the game in MP.
Also players can then re-allocate some Cunning points to other traits.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 11th, 2004, 12:00 AM
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First Lieutenant
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Re: Star Trek, Quadrants of Conflict
Okay, But is there any important difference(never checked) between stock and STM-mod Intel?
And about your comments about sabotage, as we use those intel-restrictions which are described in this thread. There will only be a few race which are using sabotage, and all in ST-universe ways of doing
Inti,
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