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July 26th, 2001, 08:49 PM
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
IIRC the empire income is 200 of each per turn. Base storage is 50K of each per turn. I will make sure it's set up so that when you land your ship somewhere you are at the 50k in each resource. That will be your "starting point". That should give you plenty to get started on your faciliites. It's going to be a slow start, no doubt about that. If that is a problem, this isn't the game for you.
I will be running the turns offline until everybody gets planted. This is so the seed ship maintenance doesn't eat into your resource storage. Once everybody has found their new homes I will be turning it over to PBW for auto turn processing. Because of this I am staying away from anything that would require modded data files after the second phase of the game begins. (There is a bug with 1.41 that causes the command line mod support that was added not to work right.)
Geoschmo
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July 26th, 2001, 09:06 PM
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Sergeant
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
quote: Originally posted by geoschmo:
Your colony ship will have supply sufficient to reach anywhere in the quadrant. Probably a quantum reactor. You will not have the understanding to build these though....
Clarification: we won't be able to build quantum reactors or colony ships? I think I know the answer to this question, but just want to be sure! Not being able to build colony ships would be nothing short of diabolical!
Quikngruvn (getting his empire ready as we speak)
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"That which does not kill you will make you stronger." -- Nietzsche
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July 26th, 2001, 09:23 PM
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
Ok, to save confusion I have taken to calling them "Seed ships" for the Last few Posts instead of colony ships to differentiate them from the ships you will be perfectly capable of building yourself.
Quantum reactors will be researchable as always, but you will not be able to build them until you research them later in the game.
However, I will be including one on each of your Seed ships at the beginning of the game so you don't run out of resources while searching for a new home.
Technically if you had some way of anylyzing the reactor, you would be a step closer to being able to build it yourself, but there is no way to anylyze it until you have a space yard. And you won't have a space yard until you colonize a planet. And once you colonize a planet, no more reactor... You get the idea.
(I suppose you could plant a colony, research ship capture, build a ship with boarding parties, and then find and capture one of the other races seed ships. But there is NO way anyone is going to take that long finding a home.)
Geoschmo
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July 26th, 2001, 09:24 PM
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
What he means is even though you have a high-tech colony ship complete with the El Cheeze reactor, you will have a basic tech start- no analzing the reactor (kinda a given, since you only have one ship)!
Phoenix-D
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July 26th, 2001, 09:33 PM
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Sergeant
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
I figured as much. Just covering all bases. (Hello! McFly!)
Also, whither intelligence? Disabled due to the bug?
Quikngruvn
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July 26th, 2001, 09:46 PM
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
Ah yes, Intel. That is another thing I had not addressed yet, but I have given it some thought.
My feeling is this. With 10 players, (I am assuming we will get 10, we already have 6!) and with a low tech start and no planet, It will be quite a while before people get established and are able to research applied intelligence.
Malfador should be back from vacation soon. Once they are I am hoping the CI bug will be high on the priority list, and it will get fixed quickly. Perhaps before it can be used in the game?
I would like to not restrict it arbitrarily. How would everybody feel if we just say no one is permitted to build intelligence centers until the Ancient Ones (that's me) say it is permitted? I can keep an eye on it and make sure no body does. I am not planning on playing in the game anyway.
"Research the technology if you want, but no building Intel centers until I say, or suffer the wrath of the Ancients once again."
If everybody doesn't like this idea, I can just turn it off.
Geoschmo
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July 26th, 2001, 09:53 PM
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Sergeant
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
quote: Originally posted by geoschmo:
"Research the technology if you want, but no building Intel centers until I say, or suffer the wrath of the Ancients once again."
I like that idea. The Ancients, being persnickety anyway, will not tolerate intelligence until they deem the child races are worthy. Or something like that.
(So much for bulking up my race by dropping cunning! And I was going to get Propulsion Experts and Natural Merchants! Now I gotta have a 'respectable' empire....)
Also, when I joined the game, PBW would not let me leave my empire password blank, so I put in what I'll use. Will this screw up your setup, Geo?
Quikngruvn
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July 26th, 2001, 10:08 PM
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
quote: Originally posted by Quikngruvn:
Also, when I joined the game, PBW would not let me leave my empire password blank, so I put in what I'll use. Will this screw up your setup, Geo?
Quikngruvn
No, in fact I don't want to confuse anyone here. Be sure to use and remember a password when you join the game on PBW. The password I wanted left blank was the actual password used when setting up your empire file. But I have since realized this is not a good idea.
It's best if you just go ahead and load you empire file with a password and then email it to me so I can get the scenario setup.
For the two of you who already uploaded your file, if you aren't ancient race, don't worry about it. If you are, I can set it so you can reupload. Let me know.
Geoschmo
[This message has been edited by geoschmo (edited 26 July 2001).]
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July 26th, 2001, 10:24 PM
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Shrapnel Fanatic
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
quote: IIRC the empire income is 200 of each per turn. Base storage is 50K of each per turn.
...
Because of this I am staying away from anything that would require modded data files after the second phase of the game begins. (There is a bug with 1.41 that causes the command line mod support that was added not to work right.)
200, eh? Has that been increased by one of the patches? I thought P&N boosted the value more than double...
Does PBW not support mods under v1.41?
What about v1.3?
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The latest info on Pirates & Nomads (forum thread).
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July 26th, 2001, 10:36 PM
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Re: New game starting on PBW, \"THE GREAT EXPIRIMENT\"
Command line mod support was a feature added with Version 1.41. Unfortunatly, it donta worka no gooda.
Prior to 1.41 there was no command line mod support.
Actually Mods can be done on PBW with Version 1.41, or 1.30. (1.35 doesn't work on PBW at all because of a different bug) However, because of the command line mod feature not working, it would require a separte SE4 installation on the server, with a different path.txt file. This is a can of worms because of the extra use of hard drive resources. I think the plan is to wait until the next patch to start taking mods again.
Geoschmo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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