|
|
|
 |
|

August 31st, 2002, 07:20 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Junkyard Mod
Junkyard Mod ver 2.0 (Gold) is up and ready for use on PBW.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

September 1st, 2002, 03:35 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

September 1st, 2002, 08:38 PM
|
 |
Corporal
|
|
Join Date: May 2001
Location: Indiana
Posts: 71
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Junkyard Mod
Woohoo! Stripe just downloaded the mod and is drooling at the possibilities this time around! 
__________________
The Good Doc
Henceforth I spread confident wings to space
I fear no barrier of crystal or glass;
I cleave the heavens and soar to the infinite.
And while I rise from my own globe to others
And penetrate even further through the eternal field,
That which others saw from afar, I leave far behind me.
-Giordano Bruno
On the Infinite Universe and Worlds, 1584
|

September 1st, 2002, 09:46 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

September 2nd, 2002, 12:05 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
Rollo
|

September 2nd, 2002, 01:41 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Junkyard Mod
Sissy. 
|

September 2nd, 2002, 05:01 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

September 2nd, 2002, 11:04 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
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!
__________________
The Ed draws near! What dost thou deaux?
|

September 2nd, 2002, 11:45 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Junkyard Mod
Ick, the CSMs are utterly worthless. 
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 3rd, 2002, 08:37 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|