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March 6th, 2003, 10:29 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Slowing Down AI Expansion
Well, all right. P&N in this case is the only mod I know which has the one and only real QNP. Sorry, I have been aware of the differences, but not aware of the pseudo-quasi  naming conventions.
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March 6th, 2003, 10:41 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Slowing Down AI Expansion
P&N is linked to in my sig.
anything with "v2" or "v1" or "classic" is for Pre-Gold SE4.
"v3" is for Gold.
A "PBW" tag means AIs can't play this; humans only.
"P&N V3.1" and "P&N V3.1 PBW" are thus very different.
Edit: forgot sig
[ March 06, 2003, 20:41: Message edited by: Suicide Junkie ]
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March 6th, 2003, 11:05 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
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Re: Slowing Down AI Expansion
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March 7th, 2003, 12:11 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
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Re: Slowing Down AI Expansion
OK, it is on my CD gold, a bLast from the past...
I remember I played the Nomads....
I am playing 3.0. I got from your from your Web. Just now...
This is a fun Mod.
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March 7th, 2003, 01:00 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: Slowing Down AI Expansion
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March 7th, 2003, 01:17 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
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Re: Slowing Down AI Expansion
Yes, indeed. As long as more massive ships need more engines to get the same speed - it is QNP. This is my defenition of QNP. Restriction on number of engines simply reflects the lack of "structure indurance" in SE. What I mean is that in real life, if you put too many engines on car/airplane/rocket, it will simply fall apart. Thus, the must be some reasonable restriction on number of engines, say 10% of hull mass. Otherwise it just becomes silly, IMHO.
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