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tesco samoa September 2nd, 2004 08:00 PM

PBW- New Game
 
Hi everyone

I will be starting up a new PBW game for people to play in next week on tuesday.

If anyone is looking for a game post here what you would like to see. And it will be incorperated.

Those of you who have never played in tesco run games.

Victory conditions are.

Game ends when it is felt that it should end by the admin and/or players

tesco samoa September 3rd, 2004 01:38 AM

Re: PBW- New Game
 
ok a really cool idea.

make for fantastic RP game.

But I cannot spill the details just yet

But will be looking for 7 to 8 players

Ruatha September 3rd, 2004 05:04 AM

Re: PBW- New Game
 
I'd like a multiplayer game with 5 weeks turntime when I'm away and 48 hours when I'm home, can you do that? http://forum.shrapnelgames.com/images/smilies/happy.gif

Gandalph September 3rd, 2004 02:25 PM

Re: PBW- New Game
 
I would be interested in another Tesco run RP experience.

Intimidator September 3rd, 2004 03:02 PM

Re: PBW- New Game
 
Surprise me ??!!??

Pooka September 4th, 2004 07:37 PM

Re: PBW- New Game
 
I'm down, never been in a game run by this fellow, but RP appeals to me.

Should we be planning our races, or will those be provided? (Since racial makeup comprises the vast majority of our RP, I would guess.)

tesco samoa September 6th, 2004 03:40 PM

Re: PBW- New Game
 
Ok this is going to be a combined effort.

Run by Joachim and myself.

We need 7 or 8 players.

We also need these players to be able to use a mod.

We also need these players to no look at the mod files they are getting.

This is a super cool idea by Joachim. All I have to say is that this will be a first on PBW.

If you trust us and want a truely great SEIV RP game please join on.

But I must warn you that there must be 100 % commitment from the players to dedicate time to this game for it to work.

So not only are we looking for 7 to 8 players. But 1 to 3 replacement players who will stand in when players go on vacation or if RLI occurs.

Since we have

Gandalph
commited thats fantastic.

Pooka.... When the details are worked out a little more you can design your empire...

Intimidator you in... ?? if so fantastic..

AMF September 6th, 2004 03:46 PM

Re: PBW- New Game
 
Must resist...no...must not...give in...

Captain Kwok September 6th, 2004 03:47 PM

Re: PBW- New Game
 
I'll give it a shot. I'm about to be knocked out in one of my other pbw games anyways... http://forum.shrapnelgames.com/images/smilies/eek.gif

Alneyan September 6th, 2004 03:54 PM

Re: PBW- New Game
 
Alarikf: you should ask Geo (or any other PBW admin) to desactive your "Join Game" feature, and the "Take Over" one while you are at it. It will make your life much easier, trust me.

Another possibility is to confort one another: you tell me not to join this game, and I will do my best to discourage you from joining myself. Hmm, perhaps not though...

I like the idea, but as hinted above I should really *not* join yet another SEIV game. No, do not mention the SEG game reborn. *Tries to get away from the Lure of the Temptress: that Join Game button*

TerranC September 6th, 2004 04:37 PM

Re: PBW- New Game
 
Count me in.

Gandalph September 6th, 2004 05:00 PM

Re: PBW- New Game
 
Quote:

tesco samoa said:
We also need these players to no look at the mod files they are getting.

http://forum.shrapnelgames.com/images/smilies/Sick.gifWow, this is impossible to enforce. http://forum.shrapnelgames.com/images/smilies/Sick.gif
Many people here are honest, like myself[img]/threads/images/Graemlins/icon17.gif[/img], but not everyone can be trusted. http://forum.shrapnelgames.com/images/smilies/frown.gif

Fyron September 6th, 2004 05:08 PM

Re: PBW- New Game
 
So only admit those players that you feel can be trusted...

Kana September 6th, 2004 07:13 PM

Re: PBW- New Game
 
I would like to be considered...Sounds very interesting...I only have 3 PBW on my plate right now...and one of those maybe gets a turn run once or twice a week...So another game would be great right now...

Kana

Unknown_Enemy September 6th, 2004 07:16 PM

Re: PBW- New Game
 
If there is still some place left, I would really like to join.

tesco samoa September 6th, 2004 07:34 PM

Re: PBW- New Game
 
the game itself will not be starting for a few weeks as we need to get the game set up before hand.


The reason for this setup time is due to story. The seiv stock that you all know is not changing too much. But there will be some changes.

And the mod will evolve during the game due to story telling and ingame events that happen.

tesco samoa September 7th, 2004 02:02 PM

Re: PBW- New Game
 
Ok The concept of the mod has been figured out.

Now this is how it is going to go for everyone who is interested.
1. Post again that you are interested in playing and that you will follow the rules that are listed for this game.
2. Using PVK Balance mod create a 3000 point race and send it to me.

3. Now taking the info from your races the mod will be created.
This process will involve creating unique tech trees for each race based on the following ideas...
What advanced traits are picked, Descrpiton info , history and other info that you supply. The greater the info the more detailed the mod will be.
Also The mod will be using the Neo-Ships , PVK Balance and the colony mod. If your race set does not have the Neo-SHips standards we will use the neo ship builder to create your updated ship set and upload it to pbw for people to download.
Also. Your Racial traits in the stock game will not be available. If your race Picked Organic and Temporal a unique tech tree will be created for your race to use combining the techs and componets into your race's unique tech tree. That only your race can research and develop.
Another part of this mod will be that it will use max ships and max units. The max units will also equal how many units can be deployed to one space location.
All races will have the the basic levels of tech they can research. But to research the higher levels of units , ships , resource creation , intel , research will require you spend points during the race set up to gain access to them.
Ie. Mine technology will go 2 levels for everyone. But to gain access to levels 3 and above you will have to select Advanced Mine Laying for 300 points to open up those techs.

The Racial Trait for each race will cost points as well. If your race has 3 stock advanced racial traits it will cost 3 times more than the race that only has 1 stock advanced racial trait.

The Talisman will be available but it will take many levels to gain use of it.


This mod will be done in such a way that it is only benifical to trade races with other players to simulate rp or if you wish to have a few stock planets that take on the benifical characteristics of that race. It will not greatly change the size of planets. Also most techs will be unique so trading technology will only work occasionally on universally wide techs. I am guessing that about 90% of all tech will unique.

The mod will also be set up that remote mining will be powerful enough for empires to use so they do not have to rely on trade and research treaties with everyone. Trade and reseach treaties max will be reduced to 5 %

The hope of this is to create an enviroment where empires will need to trade resources , have the ability to build ships and units to sell to other races due to the uniqueness of the game.

The over all story of the game. Will be written into the mod. There will be unique techs that come available as the game goes on and races reach certain milestones in their development that will slowly open up the story of the universe. There will also be ancient hints and descrptions written in the plant descriptions and system descriptions.

As you can see this mod will take a few weeks to set up.

And it will be a unique gaming experience for everyone involved.

A forum will have to be set up as the game will require ingame RP and Posts to carry on the story line.

All WTF questions must only be asked to the game admin as they may ruin the story to the other players.

The Mod will be close to stock in a way that as a seiv player you will not be lost in figuring out how to develop something but it will also be different enough to create a sence of a new style game and empire advancement.

When this mod is created. You will have to recreate your empire using the mod.

Then the game will start.

The rules for the game will be.

1. The game ends when everyone left in the game feels its time to end it.
2. No looking at the mod files
3. No Posts that reveal infomation that has been given to your empire as For Your Eyes Only
4. If you miss 4 turns without notice and the game admin has been notified a temp replacement player will be assigned to take over your empire.
5. The temp player will play your empire for a max of 15 days or 10 turns.
6. If you met rule 4 and then rule 5 is met a perm. replacement player will take over your empire.
7. If you miss 10 turns in a row and the game admin has been notified then your empire will be assigned to a perm. replacement player.
8. This game will not be included in the Ratings system.
9. There will be no pre game planned alliances.
10. Admin decisions will be final.
11. Players must always keep an upto date password on the PBW server.
12. When the game is over a Story will be created telling the universe's story. All RP's that occur may be included in this story and will become under the ownership of the game. If the story is deemed good enough to publish then I will activelly seek to publish the story.


So now everyone has some questions

Post away

Remeber we need Empires to play the game. Temp Replacement players and Perm Replacement players.

State what positon your interested in playing and create your empire and send it to me.

Only 7 or 8 empires will be included in the game.

Allow time for the mod to be developed.

If this game is a success another one will be created in the late fall.

If anyone else wishes to create a game based on the mod that is created go ahead.

If anyone else wishes to create a similar game to this. Go ahead.

Captain Kwok September 7th, 2004 04:01 PM

Re: PBW- New Game
 
Sounds fun.

Count me in. http://forum.shrapnelgames.com/images/smilies/cool.gif

AMF September 7th, 2004 04:18 PM

Re: PBW- New Game
 
Ok, I'm in. God help me.

Thanks,

Alarik

Gandalph September 7th, 2004 05:28 PM

Re: PBW- New Game
 
As you said, Tesco

"Gandalph
commited thats fantastic."

Pooka September 7th, 2004 06:21 PM

Re: PBW- New Game
 
I'm in. I'll need a brief tutorial on how to get mods in (And out since I play in 3 stock game games as well.)

Assumign this isn't a problem, I'll play. http://forum.shrapnelgames.com/images/smilies/happy.gif

Kana September 7th, 2004 06:27 PM

Re: PBW- New Game
 
I'm in...

Empire to follow...

I would suggest that people already choose Neo-Standard shipset ahead of time...

Kana

Unknown_Enemy September 8th, 2004 08:12 AM

Re: PBW- New Game
 
In.
I'll send my empire this evening.

Da Orkish klan rulez ! http://forum.shrapnelgames.com/images/smilies/evil.gif

tesco samoa September 8th, 2004 08:32 AM

Re: PBW- New Game
 
just send the empire to

seiv AT sympatico Dot Ca

include password if it is password protected.

brianeyci September 8th, 2004 02:04 PM

Re: PBW- New Game
 
WTF I'm in 6 other games already... another one won't hurt lol.

I'll make my empire soon, it will be cool, I'll hunt around for a shipset too =D

Brian

AMF September 8th, 2004 05:24 PM

Re: PBW- New Game
 
I'm sorry, for I think this is a stupid question, but what is the "colony mod" and where can I get it?

Quote:

tesco samoa said:
Also The mod will be using the Neo-Ships , PVK Balance and the colony mod.



Captain Kwok September 8th, 2004 05:30 PM

Re: PBW- New Game
 
The Colony mod refers to Ed Kolis' colony mod and prevents trading of colonization technology between players of different types - i.e. gas and rock etc.

BTW, Tesco - players won't be able to make viable empire files without the "amalgamated" mod due to the extra racial traits that will be added by the Colony mod.

tesco samoa September 8th, 2004 05:43 PM

Re: PBW- New Game
 
well what i am doing is taking the first race they create to build the mod.

What you pick for an empire will be reflected in the mod

I would like to just leave it as that....

If your race is weak in an area or non existant... It will be reflected....

Then when the mod is created you go back in and rebuild your empire.

It will be explained in detail ....

tesco samoa September 8th, 2004 05:46 PM

Re: PBW- New Game
 
when i say rebuild your empire

you will have the stats to play with

Advanced traits will be changed so you can pick your colony type , Racial Trait and the common advanced traits and the Reasearch Boost Traits...

I will promise you that by the time this game starts. Each Race will be very unique.

brianeyci September 8th, 2004 07:43 PM

Re: PBW- New Game
 
Heh heh took me awhile to find the right shipset.

Sent over the .emp file to you tesco, along with a detailed .txt file with the society/history/biological descriptions.

Brian

tesco samoa September 8th, 2004 09:05 PM

Re: PBW- New Game
 
cool thats 2

now for these players to work it out on who is in and who is not If your in... Your in... If you want in... You will have to wait until two of these players give up their spot.. I was looking for 8 players I have 9. So 9 it is... But if you want to be a replacement player let me know. It is needed.

1. Kwok
2. Gandalph
3. Iminitator
4. Unknown_Enemy
5. Kana
6. TerranC
7. Pooka
8. Iminitator
The following 2 players are in

1. alarikf
2. brianeyci

tesco samoa September 8th, 2004 10:12 PM

Re: PBW- New Game
 
ok all i have to say is if the first two races are a hint of the rest... wow... fantastic....

TerranC September 8th, 2004 10:25 PM

Re: PBW- New Game
 
I'm gonna opt out. I thought I could handle another pbw game, but I don't think I can anymore. Sorry, tesco.

Captain Kwok September 8th, 2004 10:30 PM

Re: PBW- New Game
 
How long before we start? I'm hoping to get my new set finished for the Juprup?

tesco samoa September 8th, 2004 10:32 PM

Re: PBW- New Game
 
ok sorry but i must post this.

this is to date the greatest empire description i have ever read.

If this mod can even come close to this I will be proud and the game will be fantastic. I will have to post everyones now.

Biological Description

Nobody really knows what the Vorlar look like. Every race that has encountered a member of the species sees them in their environmental suits, which are humanoid in shape. Even in the few instances that a member of the species has been captured, the environmental suit seems to "dematerialize" and fade out of existence, evidently some built in self-destruct mechanism. There has even been speculation that the Vorlar are actually mechanoids -- however, if they are, they are capable of the same range of emotions as any biological entity. Since a discussion of their true biological nature is impossible, we will discuss the capabilities of the Vorlar environmental suits.

First and foremost, the environmental suits seem to be an extension of their bodies, and it has never been observed that a Vorlar feel "uncomfortable" in their suits. The colour of the enviromental suits vary, are always humanoid in shape, and have a shiny "pLastic" look. However, the seemingly fragile nature of the suit is quickly replaced by insipiring awe by any who spend time with a Vorlar.

The civilian models at the very least sport a utility belt, anti-gravity boots, and comm system. On any well-established Vorlar colony, it is not surprising to see several different styles of suits, and the Vorlar seem to take great pride in their unique fashion statement. It is not unusual to see many Vorlar spending their leisure time gracefully leaping over buildings with their anti-gravity boots. There is also a small pad-like device embedded in the right arm of most suit variants. This device seems to be a self-organizer, a communication device, a holo-emitter, a recording device, and a simple scanner at the same time. Since nobody has ever seen the inside of a Vorlar helmet, one can only surmise what kind of advanced technologies are embedded in it. Sometimes Vorlar are seen to be laughing to themselves, or deeply engrossed in watching an ordinary scene. Observers have speculated that Vorlar have some sort of embedded holograpic screen in their helmets, providing entertainment whenever desired.

It is the military models of suits which are the envy of the galaxy. Miltiary models are usually black. However, it has been observed that the suits can "meld" and change the pattern on their surface to resemble any natural environment. Combined with a slight "phasing" effect which renders the suit slightly more difficult to see with the naked eye, the Vorlar have a unique advantage when it comes to personal combat.

All Military models also have an anti-gravity capability, and as well have a short range flight capability of up to one standard kilometer. It has been observed that large numbers of Vorlar co-ordinate just as well as small numbers, and a Vorlarian stormtrooper has never been seen to be caught unaware of his surroundings. Vorlar stormtroopers have never in their history been outflanked or surprised, even by well planned tactics and advanced technology. This has led to suggestion that the Vorlar have advanced scanning equipment built into their enviromental suits.

Vorlar personal weapon technology is fearsome and elegant at the same time. Vorlar suits have three types of weapons. The first is a short rapid-firing pulse type weapon that has a slight homing ability, and able to kill or stun an enemy combatant. The second is an anti-vehicle weapon, capable of varying yields and able to fire with accuracy at ranges in excess of half a standard kilometer. The third is the most unique and most devestating. When the Vorlar decide that they require precision targeting, and do not want collateral damage, they simply aim their arms at their intended targets. If the Vorlar is not killed or disabled, in less than a standard minute, the target begins to dematerialize. In less than three standard minutes, the target has faded out of existence, forever banished to some unseen realm.

The Vorlarian Elite Troopers are the most overwhelming. Often, it takes not more than a handful of these troopers to subjugate an entire colony. Volarian Elite Troopers combine all the abilities of their standard counterparts, along with the terrifying capability to dematerialize and materialize wherever they wish. Most enemies caught unawares have their command and control centers quickly disabled, and their own automated defenses turned on themselves by these masters of subterfuge and surprise. It is also the Elite Troopers that make up the Volarian Space Marines, which are able to take control of an enemy vessel with their shields down by teleporting to enemy command and control centers.

As well, there is a special class of space marine employed only against the Vorlar's most hated enemies. This "assassin" is beamed through enemy shields by a tightly-focused beam-like weapon. The "assassin" then proceeds to disable whatever he has been ordered to -- shields, weapons, engines, computers, or even simply run around the vessel slaughtering as many enemies as he can. Computerized vessels are especially vulnerable, as the assassin can simply teleport himself to the computer core and destroy or disable it. When the "assassin" is finally surrounded and is cornered, he detonates himself, causing significant structural damage. There have been instances where battlecruisers have been disabled by a single shot of a Vorlarian vessel, presumably by an assassin beamed into some critical area.

Societal Description

The Vorlar are a democratic society. Their leader is elected semi-annually, and decides foreign and domestic policy through a general consensus of the public. The use of environmental suits by all their citizens means that crime is non-existent on Vorlar worlds, as their suits constantly monitor the activities of their inhabitants and automatically cease to function if a crime is about to be committed, effectively containing the user until authorities can arrive. Non-Vorlar can also be a part of the society, and are afforded the same rights as a member of the species. As well, all Non-Vorlar are issued an environmental suit with almost all the capabilities of a Vorlarian citizen, except teleportation technology. There is no doubt that true political power can never been attained by an outsider. The best an outsider can hope to achieve in the Vorlarian society is tolerance. Although Vorlarians are polite and kind to other species, they have a slight arrogance to their speech, and view most outsiders as technologically inferior.

No discussion of Vorlarian society would be complete without a discussion of their advanced technology. First and most apparent to an outsider is their transportation technology. The Vorlarians have no "roads" or major arteries of vehicular movement in their colonies. They simply dematerialize and materialize wherever they wish, or go to the tops of their buildings and use their anti-gravity technology to leap from building to building. Their "transporter" technology means that Vorlarian colonies are efficient and well-built. All Vorlarian outPosts are designed with this teleportation technology in mind. As well, there are "transporter stations" for use by outsiders who do not have the advantage of a built-in teleporter in their environmental suits.

The most respected and revered members of Volarian society are the Engineers. They are the ones who design and maintain the environmental suits, and the monumental architecture. The center of every Vorlarian colony is dominated by a monumental building of some sort. Sometimes it is a cube. Sometimes it is a pyramid. Sometimes it is some strange shape that defies all sensibilities, but which recieves adolation by the inhabitants of the colony. It is not known what properties this Vorlarian monumental architecture provides -- they may simply be useless statements of superiority.

Not surprisingly, the Vorlar also carry their love of monumental architecture to their space-faring vessels. In addition to the standard ship sizes of the Vorlar, there is a unique class of vessels which are massive in size and artistic in design. So massive are these vessels, that only well-established Vorlarian colonies with a large population are seen to pursue this endeavour. Each one of these vessels takes many years to construct, but when finished the capabilities and awesome size guarantees the security and safety of their colony. Monumental architecture dominates their space station construction efforts as well. Vorlarian starbases are huge investments, with sometimes several planets contributing resources into their construction over a well-traversed warp point. When finished, these starbases become economic centers in their own right, protecting local merchants and fortifying vulnerable corridors of advance. It is common for there to be many starbases scattered through a Vorlarian solar system, as they prefer starbases over ship construction, and often contract out tasks like routine shipping assignments to freelancing merchants.

Historical Description

The Vorlar are a mostly peaceful society. However they are suspicious of strangers, due to the history they have had of species trying to acquire their unique anti-gravity and teleportation technology. When war is declared, it is only after a lengthy public debate and the approval of over eighty percent of Vorlarian citizens. Most conflicts with Vorlarian miltiary forces revolve over the control of planets, not ship-to-ship combat. Vorlarian military leaders prefer to use their substantial advantage in ground combat to seize enemy outPosts and force a truce. Sometimes, they capture enemy vessels with their well-equipped and feared Space Marine forces. If the war is going badly, the Vorlar fall back to their starbases, which are usually enough to hold back substantial enemy assaults.

The history of their monumental architecture is unknown. It has been suggested by researchers that the monuments stretch back to their past, and several of the Vorlarian monuments have been carbon-dated to be thousands of years old. However, no outsider has ever entered the Vorlarian monuments. Several wars have been started in the past by other races convinced that the monuments hold the answers to the galaxy, the source of the Vorlarian teleportation prowress, or even a cure to old age. However, a Vorlarian monument has never been captured intact by an enemy, partly because the monuments themselves are only built on well-established and consequently well-fortified worlds. OutPosts only have a small superficial Version of the larger monuments, sometimes even holographically projected, and these lesser monuments seem to be no more useful than a large source of shade.

The Vorlarian ships are true creations of elegance, and historically the Vorlar have been loathe to "descrate" them by adding visible gun ports or other defensive armadments. A species that has gained the trust of the Vorlar may find themselves the recipient of one of these breathtaking vessels, but only after signing a non-disclosure agreement about the contents and capabilities of the vessels, and allowing a small contingent of Vorlar to operate the sensitive areas of the vessel.

Kana September 9th, 2004 03:32 PM

Re: PBW- New Game
 
Couple of quick questions:

1. Where can I find a copy of the Neo-Expansion pack?
This the Neo-Ship images for the standard races.

2. What proportion of the Neo-Shipset are we going to use?
What ship images would I have to have in the shipset
to be able to use it?

3. Does our shipset have to be completely Neo-compliant?
It would be easier if we didn't have to have images we
wont be using...

Kana

tesco samoa September 9th, 2004 08:38 PM

Re: PBW- New Game
 
Hi Kana.

1. The tool to build neo ships can be downloaded from here

2. all of it

3. yes.

Fyron September 9th, 2004 08:40 PM

Re: PBW- New Game
 
As long as you design your VehicleSize file correctly, there is absolutely no need to clutter your race folder with excessive images... The neo builder is nice as a testing tool when you are making a shipset to see what you missed, but in practice, it should be 100% useless for using a mod...

Example:

Name := Scout
Primary Bitmap Name := Scout
Alternate Bitmap Name := Escort

The neobuilder will copy the escort image and name it a scout. But if your mod has proper alternate bitmaps set up to be used, there is no need to do this. The Neobuilder was useful back in the period before the Alternate Bitmap Name field was added, but it is not too useful now...

Unknown_Enemy September 10th, 2004 05:25 AM

Re: PBW- New Game
 
Race : Core Collective
Shipset used : Rage Collective

Biology description
Advanced artificial intelligent systems. These are fragile pieces of machinery, designed and engineered on the purpose of being an autonomous war system. The standard system is usually stored in a small robot 30cm tall, and is based on organic nano-processor technology. The Core was designed to create and support weapon systems, and self replication seems to have been set on very low priority (intended fail-safe ?) . Due to a limited control on time wave, Core can stay idle for eons while avoiding decay.

Society description
This is a collective intelligence, no ruler as such, but aggregated nodes using shared knowledge databases. These nodes will take leadership on subjects fitting their specialization and will direct work accordingly. If a node is destroyed, another node will setup and connect to a replicated shared database to resume work with almost no data loss. On a design point of view, reliability and redundancies are Core's trademarks. All of their systems are intended to support enormous punishment while staying functional. Of course notions such as beauty, esthetics, arts are alien to Core nodes. Then, massive redundancies and data replication implies a low industrial efficiency which can hinder their operational level in case of full scale war. It can be guessed that Core was designed to be dependant upon its creator on the economic point of view.

History
Most of Core history was learned by a KanesS Xenology team 3 centuries ago, they achieved to get some answers to a few questions.
"Core Prime became operational a quarter of a great rotation ago"
"Core Prime awaiting activation signal to begin operations against designated target"
Cue Cappan translated that a "great rotation" was a complete rotation of the galaxy, which takes around 1.2 billion years. Thus the core was build around 300 million years ago, but never activated. Their target is unknown, and certainly long dead. The planet has been classified as a useless piece of curiosity, unfit to be eaten.

Today, somewhere on Core Prime
Signal received and acknowledged.
Weapon systems Online.
Sensor systems Online.
Weapon design processor array Online.
Hull design processor array Online.
Maintenance systems Online.
Core Prime Strategic Node activated.
Core is ready for operations.




Note from U_E : I have a target. If that race is one of you, then my game's course is set http://forum.shrapnelgames.com/images/smilies/evil.gif. If not, everything is open. Only Tesco has been told of my target's identity.

AMF September 10th, 2004 09:35 AM

Re: PBW- New Game
 
Are we posting our race descriptions here now? I can do that...and just so everyone knows, I am using the Pandoran (NASY) v1.0 shipset. (it is neo-standard)

Thanks,

Alarik

tesco samoa September 10th, 2004 01:48 PM

Re: PBW- New Game
 
i just posted the one because it was fantastic.

Yours did a number as well http://forum.shrapnelgames.com/images/smilies/happy.gif


I need the rest of the races in quickly so I can get the mod done in time.

I will set a time like for the entrys to say... 1 week today.

tesco samoa September 10th, 2004 04:41 PM

Re: PBW- New Game
 
We now have 4 races signed up.

1. Volar
2. Hydran
3. Zone
4. Core

Just waiting for the rest... As those who have submitted and those who will submit... Any additional ideas you get about your empires and want to work in send me an email... Could be items such as names of weapons, components, facilities. ideas on what you would like to have ... areas you think your strong or weak...

This mod will be very unique to each race where i will try to use as many names as possible for facilities and components... To simulate the difference between speices...

AMF September 10th, 2004 05:08 PM

Re: PBW- New Game
 
Cool! I have a bunch of ideas in this regard...I'll work up a list for ya...

Quote:

tesco samoa said:
As those who have submitted and those who will submit... Any additional ideas you get about your empires and want to work in send me an email... Could be items such as names of weapons, components, facilities. ideas on what you would like to have ... areas you think your strong or weak...



Intimidator September 10th, 2004 07:13 PM

Re: PBW- New Game
 
Quote:

tesco samoa said:
Ok this is going to be a combined effort.

Run by Joachim and myself.

We need 7 or 8 players.

We also need these players to be able to use a mod.

We also need these players to no look at the mod files they are getting.

This is a super cool idea by Joachim. All I have to say is that this will be a first on PBW.

If you trust us and want a truely great SEIV RP game please join on.

But I must warn you that there must be 100 % commitment from the players to dedicate time to this game for it to work.

So not only are we looking for 7 to 8 players. But 1 to 3 replacement players who will stand in when players go on vacation or if RLI occurs.

Since we have

Gandalph
commited thats fantastic.

Pooka.... When the details are worked out a little more you can design your empire...

Intimidator you in... ?? if so fantastic..


Yes I'm in, sorry a bit late but I forgot to keep track of this thread.
Can someone fill me in:
- Is the MOD ready and available ?
- Can I join at PBW already, if so which name?
- And what's the idea about all those descriptions??

Inti,

tesco samoa September 11th, 2004 12:04 AM

Re: PBW- New Game
 
answers
Mod is not ready yet. Being built Right now I am just working on setting up the trading world and uniqueness of the game... http://forum.shrapnelgames.com/images/smilies/happy.gif
The mod will not be complete until i get the empire files from everyone and race descriptions so i can build their race traits and tech tree's So what people are doing is writing really detailed descriptions and telling me what they are strong in or weak in. Wanna be a cat race of fighters who excel at small ships and do not care for large slow ships and they are good at weak long range weapons and powerful short range missles... Well that may come true for you..

No PBW game set up yet.... When the mod is complete I will set it up..

Well lets just say the descriptions have inspired me and joshim and this is going to be a one shot unique mod. As much info about your race you give me. We will attempt to create that race for you. Every Race will have strengths and weaknesses... Which will make for interesting battles, alignments treaties and will make for tons of trading of ships... with no worries of tech analyzing... Or silly pop trading. This will be a cool game.

Re read this thread.

Also a forum will be set up soon... Sunday for everyone here to post to...

AMF September 11th, 2004 01:09 AM

Re: PBW- New Game
 
TS, I know I said I was gonna get my list to you tonight, but, alas, my wife and I partied all night and now it's midnight and I'm too drunk to work on it...I'll get it to you tomorrow, sometime, promise...

thanks,
Alarik

Intimidator September 11th, 2004 03:41 AM

Re: PBW- New Game
 
TS: will do the race-description asap, but give me 2 days......

Inti,

tesco samoa September 11th, 2004 08:42 AM

Re: PBW- New Game
 
no super rush... I am working on the ones i have right now... Just having all of them will help with the balance issues...

tesco samoa September 12th, 2004 11:21 PM

Re: PBW- New Game
 
3 empires sets have been received by me

We now have 4 races signed up.

1. Volar
2. Hydran
3. Zone


Send your empire files please...

Unknown_Enemy September 13th, 2004 05:58 AM

Re: PBW- New Game
 
Quote:

tesco samoa said:
3 empires sets have been received by me

We now have 4 races signed up.

1. Volar
2. Hydran
3. Zone


Send your empire files please...

what's missing with the core ??? http://forum.shrapnelgames.com/image...s/confused.gif


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