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-   -   Multiplayer Devnull (http://forum.shrapnelgames.com/showthread.php?t=4146)

Puke September 13th, 2001 09:21 PM

Multiplayer Devnull
 
i have opened up a game on PBW to be using the devnull mod. the quadrant size will be flexable depending on the number of players. pretty basic game settings.

tesco samoa September 13th, 2001 09:58 PM

Re: Multiplayer Devnull
 
Puke I would be interested in joining the game but I have a few questions.

1. I know that I will be going on a 2 week vacation in the fall some time with no access to a computer. Is this a game where it can be put on hold for vacations , long weekends.

This is due to me not wanting the computer to control any aspect of my game.

You can post your answer here.

The reason I ask is that I do not want to put anyone out when I am away or ruin a good game in progress due to the AI doing something I would not do for 2 weeks.

Thanks




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L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+

Puke September 14th, 2001 03:10 AM

Re: Multiplayer Devnull
 
i guess it would depend on the other players. i am planning on taking a 2 week vacation near thanksgiving holiday (US holliday, when stupid religious colonists figured out they had no idea how to live off the land) but i think i will be able to log on every couple of days.

i am hoping that we will get a turn a day in, but im not big on forcing turns on a daily basis. i usually set the timer to two or three days and once the people that cant keep that pace bail, the rest of the people tend to do turns almost daily if not twice daily. so i dont really know. it depends on the crowd that signs up for it.

you could always join, and if its a problem then turn your empire over to someone else. i have even heard of people lending their empire to someone until they can return.

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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

tesco samoa September 14th, 2001 09:52 PM

Re: Multiplayer Devnull
 
Puke I do not know your mod at all.

Is their anything I should know. I would perfer to be surprised but is their any facilities that are new or removed with reguards to production.

I looked at the mounts and wow quite impressive. Alot of options their.



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L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+

Puke September 15th, 2001 04:49 AM

Re: Multiplayer Devnull
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by tesco samoa:
Puke I do not know your mod at all.

Is their anything I should know. I would perfer to be surprised but is their any facilities that are new or removed with reguards to production.

I looked at the mounts and wow quite impressive. Alot of options their.

<HR></BLOCKQUOTE>

its actually Devnullicus' mod, and is a compilation of alot of things by alot of people that dont post here anymore. if you want to see where it all came from, check out the oldies but goodies thread where i linked to the now defunct mod area where they were originally posted and discusses.

but i digress. to become familiar with the mod, i suggest you start a high tech game and try to build a ship. MUCH is changed. missiles are TOTALLY different. new components all over. lots of stuff glued onto the different racial traits.

edit: but if you want to be supprised, then no, i cant think of any production facilities that are different. except for monoliths, which are now produce more than regular facilities.

[This message has been edited by Puke (edited 15 September 2001).]


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