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  #11  
Old May 25th, 2004, 08:12 PM
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Default Re: Junkyard games?

I don't have any problem with that Ed, and if you can host the game, please do it!

Just so the game can work in a good schedule, why we not set it for a turn every 48hs?

If you can host it, please create the game in PBW, so we can see the number of players we will have (set it initially for 20 players, but i doubt we will get more than 10).

Just a suggestion in the settings:
48hs turns
0 points races
no intel and no trades
Medium Tech start (so we have at least some Theoretical Research fields already researched)
3-planet start

These settings, i think, will allow a good start...
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  #12  
Old May 25th, 2004, 08:47 PM
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Default Re: Junkyard games?

I'm interested. Make sure ship trading/gifting is outlawed as well, since people could exchange techs that way too.

IIRC, Krsqk(?) made an extension to the Junkyard mod that extended the tech tree to create more variety. (It might already be included in the latest Junkyard mod.)

EDIT: spelled "Krsqk" right this time

[ May 28, 2004, 06:38: Message edited by: Spoo ]
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  #13  
Old May 25th, 2004, 10:09 PM
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Default Re: Junkyard games?

Do you mind if I make a few... changes to the mod? I'd like to do a few things such as add multiple levels of colony components (so that you don't suddenly get a huge advantage by discovering 2 colony techs on the same planet ), and maybe throw in a few other ideas...
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  #14  
Old May 25th, 2004, 11:32 PM

Baron Grazic Baron Grazic is offline
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Default Re: Junkyard games?

I'd prefer the following.

48hrs turns (72 hrs after a few years)
2000 points races
no intel and no trades
Surrender to person who defeated you only.
3-planet start
Low Tech start - makes it more intereting when you see a Dreadnaugh fleet, only to find out they only have DUC 1 weapons.

I've used the Version of PBW and seems to be fine, but I'd be happy to use an updated Version.
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  #15  
Old May 26th, 2004, 03:34 AM
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Default Re: Junkyard games?

Here's a list of changes I made so far, tell me what you think:

-Renamed the weapon mounts and some components to give it a more "junkyard" flavor
-Larger weapon mounts use a disproportionate amount of supplies (think "gas guzzling SUV engines"
-Colony modules now have 5 tech levels, and the low level ones are fairly weak, so as to prevent you from getting a really powerful colony tech in ruins. Yes, this does mean your first few colony ships will be very expensive, but so it goes :-P
-Colony modules no longer show up as available for bases. (I'd take care of engines too but it's only cosmetic and I don't want to mess with the vehicle type restrictors now
-Fixed ability description of emissive armor to match Gold functionality of EA
-Medical bays now cost a *LOT* of organics and some rads. Just something that always ticked me off about SE4 :-P
-Added multiple levels of self destruct device to make scavenging parties more viable (Arr! ;-)
-Ship/base repair bays renamed to be consistent with spaceyards
-Hyper-Dense Armor gets a new picture so you can tell it apart from regular Armor
-Removed Small Emissive Armor because it is USELESS!
-Massive shield depleters now really do sap ALL of a target's shields!
-Small Anti-matter Torpedo is no longer useless! (increased damage)
-Small Shield Depleters can no longer be mounted on troops for mega damage!
-Reduced damage of Computer Virus II and III so III isn't overkill
-Tweaked Neutral and Xenophobes cultures for balance
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  #16  
Old May 26th, 2004, 06:08 AM
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Default Re: Junkyard games?

Quote:
-Reduced damage of Computer Virus II and III so III isn't overkill
IIRC, if a computer virus doesn't do enough damage to kill a master computer in one shot, it is completely useless.

[ May 26, 2004, 05:09: Message edited by: Spoo ]
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #17  
Old May 26th, 2004, 06:16 AM
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Default Re: Junkyard games?

Quote:
Originally posted by geoschmo:
Yes, sometimes it takes a hard-*** to be a good game owner. A couple people come to mind, but I probably shouldn't name names.
Indeed.

Quote:
Originally posted by Spoo:
IIRC, if a computer virus doesn't do enough damage to kill a master computer in one shot, it is completely useless.
This is trye of all specific component damaging types.

[ May 26, 2004, 05:18: Message edited by: Imperator Fyron ]
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  #18  
Old May 26th, 2004, 02:07 PM
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Default Re: Junkyard games?

All right, the game is set up on PBW as "Junkyard 24XX: Battlegrounds", using the existing Version of the mod, since my Version's not on PBW yet. You should be able to submit your .emp files using JYW Mod v2.1 since I haven't changed any race traits...
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  #19  
Old May 27th, 2004, 01:23 AM
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Default Re: Junkyard games?

Quote:
Originally posted by Spoo:
IIRC, if a computer virus doesn't do enough damage to kill a master computer in one shot, it is completely useless.
Yes, but which master computer has 60 hitpoints?
I just evened things out so instead of 20-40-60 damage progression where the CV2 and the CV3 could destroy any MC, now it's 20-30-40 so the CV2 can destroy MC3-5 and the CV3 can destroy any MC.
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  #20  
Old May 27th, 2004, 01:28 AM
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Default Re: Junkyard games?

I agree with all your changes Ed, they will make the game more interesting, so, when you finish to modify the mod, why you don't upload it to PBW and make it available in this Thread also, so we can download it and designate our races...

And if you want to host it, please create the game in PBW so we can join it...
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