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February 17th, 2006, 11:50 AM
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Corporal
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Join Date: Mar 2003
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New Devnull Mod Game: Chaos Empires 2
Take a look at the settings. It is a Devnull Mod game, no religious and no intel. Should be fun.
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February 20th, 2006, 11:50 PM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
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Re: New Devnull Mod Game: Chaos Empires 2
OK You talked me into it. but if you ban religious I request you take a hard look at banning crystal also. Crystal in the hands of an experienced player can be a very diffcult to overcome advantage in the game. It is truly an awesome thing to watch 10-15 ships take hit after hit and never be damaged while destroying a fleet of 80 or 90 ships. But there are counters to the crystal player. Also intel is fun to play with just not against AI's. I am in a game where we used Fryon's quadrant mod and it has really made the game a whole lot more interesting. At any rate good luck and tally ho!
Gozguy AKA Gozra
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The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
Clausewitz
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February 21st, 2006, 01:04 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: New Devnull Mod Game: Chaos Empires 2
I'll join. A few questions though. Will it be RP, and if so will there be a RP forum?
Edit: Gozra, would that game in question be the one where I just lost the war?
Edit again: Will we debate nuetrals and AI?. I can see they are ruled out at the moment but they would allow expansion without having to fight each other.The maximum is 12 at the moment.
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February 21st, 2006, 04:23 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: New Devnull Mod Game: Chaos Empires 2
hmm my ideas might not fit the game. I read the description but promptly forgot it.
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February 21st, 2006, 07:27 PM
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Corporal
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Join Date: Mar 2003
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Re: New Devnull Mod Game: Chaos Empires 2
I am not the game owner but there is a topic in the forum on options.
So far the only additional thing we are looking at banning is Star Destroyers (I asked). But we could certainly look at Crystal. As a player who uses Crystal alot I know it can be very powerful. I am not sure it is more powerful than Religious Talisman - that is a little rediculous but I think things are totally open right now. Go ahead and join up, looks like we have 5 slots left.
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February 21st, 2006, 07:34 PM
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Corporal
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Join Date: Mar 2003
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Re: New Devnull Mod Game: Chaos Empires 2
Game description
The great star empire of the galaxy has collapsed. The vast melting pot of its people has cracked along racial lines leaving in its wake a disparate group of planetary empires controlled by petty warlords, feckless politicians, fallen nobility, and civilian commonwealths. From the chaos rise rulers to lead the remants of theses races who now seek to reclaim the past glories of the once great empire.
A mystical force that all races regard with a religious fervor still governs the vastness of the galaxy and imposes it will on any empire that catpults too many objects into space. Some say it is the etherial presence of the last great emperor, but most agree it is a force not to be trifled with.
All players are welcome but experienced players are prefered (DevNull exp. a bonus) but newbies may play at their own risk. This game targetted to remove the unbalanced or unfun aspects of the game and emphasize role-playing, diplomacy and nation building with all the usual brutal space combat. Players committed to sticking it out even in a bad situation are prefered.
Starting resources: 20000
Starting planets: 3
Home planet value: Average
Score display: allied
Technology level: Medium
Racial points: 3000
Quadrant type: Mid-life
Quadrant size: Large
Event frequency: High
Event severity: Catastrophic
Technology cost: High
Victory conditions: 500% of next player
Maximum units: 5000
Maximum ships: 500
Computer players: None
Computer difficulty: N/A
Computer player bonus: N/A
Neutral empires: No
Other game settings:
No Religious races
No tech trading, gifting or tributes (ship and planet tradin is okay)
No Surrender
No Intel Projects
No out of game communications unless empires are in contact in game (honor system).
Game will start at 24hours turns for the 1st 2 years and then move to 48, then 72 when empires get big.
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February 23rd, 2006, 04:20 PM
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Corporal
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Join Date: Mar 2003
Posts: 110
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Re: New Devnull Mod Game: Chaos Empires 2
OK looks like we have 10 players so two slots left. Still debating final settings, but we are going to try to start March 6
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February 24th, 2006, 01:20 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: New Devnull Mod Game: Chaos Empires 2
Does this "Mystical force" mean the game admin will be moving about using powerful technology?
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February 24th, 2006, 02:23 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: New Devnull Mod Game: Chaos Empires 2
Quote:
Randallw said:
Does this "Mystical force" mean the game admin will be moving about using powerful technology?
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I think he's referring to the 500 ships limit.
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February 24th, 2006, 02:59 PM
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Corporal
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Join Date: Mar 2003
Posts: 110
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Re: New Devnull Mod Game: Chaos Empires 2
Yes I do not think the Game Owner is going to be doing anything outside what his own empire is doing.
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