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  #11  
Old August 31st, 2002, 07:20 PM
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Default Re: Junkyard Mod

Junkyard Mod ver 2.0 (Gold) is up and ready for use on PBW.

Geoschmo
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  #12  
Old September 1st, 2002, 03:35 AM
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Default Re: Junkyard Mod

Here we go, hop on over to PBW and join up:

Puke's Junkyard Wars III
Status: Game open to new players

Game description
This will be the third incarnation of the infamous Junkyard Wars. We will be accepting as many players as want to come, and packing them into a large cluster quadrant. Thanks to Krsqk, we now have a much more extensive technology tree with the new Version of the mod.

By now, you should all know the scoop (but newcomers are welcome too). No research in this game, all the technology that you will learn will be through discovering ancient ruins. You may also trade for ships to analyze. You will colonize only your own planet type (rock, ice, or gas).

as an added experiment, there will be Intel in this game. The previous two had it disabled, but we will give it a try for this one to see how it works out.

So, welcome to the challenge! JYW1 ended with the Nausea Heap victoriously recovering a coveted Lincoln V12 engine, and JYW2 is still ongoing with the Nausea Heap searching for the chassis from a Dodge Swinger. The outcome is still very much up in the air for JYW2, but lets not have that slow us down for getting the third game rolling!

Starting resources: 5000
Starting planets: 1
Home planet value: Average
Score display: Own
Technology level: Low, Medium, High
Racial points: 0
Quadrant type: Cluster
Quadrant size: Large
Event frequency: High
Event severity: Catastrophic
Technology cost: n/a
Victory conditions: player-defined
Maximum units: max(20K)
Maximum ships: max(20K)
Computer players: none
Computer difficulty: n/a
Computer player bonus: n/a
Neutral empires: No
Other game settings: see above

Game information
Owner: puke
Turn number: Not Started
Players/max: 1/20
Last turn:
Next turn:
Turn duration: 48 hours
Turn automation: Fully automatic turns (key)
SE4 Version: v1.78 + Junkyard Mod Ver 2.0 (Gold)
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  #13  
Old September 1st, 2002, 08:38 PM
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Default Re: Junkyard Mod

Woohoo! Stripe just downloaded the mod and is drooling at the possibilities this time around!
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  #14  
Old September 1st, 2002, 09:46 PM
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Default Re: Junkyard Mod

im still going to track down that cloaked ship in JYW2. you wont escape me, Tinker and Boom!

(hope this doesn't put a damper on things for #3, i never hold grudges between games)
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  #15  
Old September 2nd, 2002, 12:05 AM
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Default Re: Junkyard Mod

Hmm, I was just trying to do my .emp and noticed that it is not possible to get 800 race points anymore by dropping your research to minimum. Also since Intel will be on, how about if we use 2000 pts instead of zero. Or am I just a sissy?

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  #16  
Old September 2nd, 2002, 01:41 AM
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Default Re: Junkyard Mod

Sissy.
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  #17  
Old September 2nd, 2002, 05:01 AM
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Default Re: Junkyard Mod

yeah, less points makes more variety. since hard choices have to be made, its more likely different players will make different choices.
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  #18  
Old September 2nd, 2002, 11:04 PM
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Default Re: Junkyard Mod

How come CSM's in the Junkyard mod keep getting bigger until they're ridiculous sizes like 500 kT? That makes all but CSM I useless!
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  #19  
Old September 2nd, 2002, 11:45 PM

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Default Re: Junkyard Mod

Ick, the CSMs are utterly worthless.
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  #20  
Old September 3rd, 2002, 08:37 AM
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Default Re: Junkyard Mod

hell if i know, i was too lazy to make the extended tech tree myself. I will see about making some changes and uploading a new Version of the mod.
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