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  #71  
Old November 16th, 2004, 09:02 PM
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Default Re: PBW- Final STM Mod game.

Watch me end up with the frelling Ferengi! eeeeeewwwww
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  #72  
Old November 16th, 2004, 09:46 PM
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Default Re: PBW- Final STM Mod game.

Personaly, I'm not very delighted with the vanilla start idea. Reason: all 2k empires have Natural Merchants trait. Not the best use of 1000 rp in 2000 rp game. In spite my respect to the RP side of this game, blaming the vanilla empire design through the game is not the best way of having fun

Although, it will be a perfect excuse of loss and also it will guarantee even start (all empires are virtually the same).
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  #73  
Old November 16th, 2004, 10:07 PM

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Default Re: PBW- Final STM Mod game.

they do... hmm... well thats out then

Anyways

Game settings will be in stone tommorrow. Once the empires are announced there is no change

The empires will be announced tomorrow night at 7 PM and we start the game by the weekend hopefully

So if you want anything changed talk away.

or we go in as it is.
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  #74  
Old November 17th, 2004, 12:05 AM
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Default Re: PBW- Final STM Mod game.

Well I created a forum for you...

Final STM Mod game forum
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  #75  
Old November 17th, 2004, 09:34 AM
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Default Re: PBW- Final STM Mod game.

Also, shall we restrict stellar manupulation and WMD usage or not?
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  #76  
Old November 17th, 2004, 09:45 AM

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Default Re: PBW- Final STM Mod game.

WMG wave motion gun ?

I have not looked at the mod at all...

THe only thing i do not like is the intel that breakes treaties... rather stupid and the PPP intel...
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  #77  
Old November 17th, 2004, 09:55 AM
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Default Re: PBW- Final STM Mod game.

Sorry, WMD - weapons of mass destruction (planet and star destroyers)
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  #78  
Old November 17th, 2004, 12:56 PM

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Default Re: PBW- Final STM Mod game.

does not matter to me... do they take just as long to build in the mod as stock ??
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  #79  
Old November 17th, 2004, 02:57 PM
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Default Re: PBW- Final STM Mod game.

What I like about the mod is that is broke stellor manupulation down so that each can be excluded individually while leaving stellor manuplation an active part of the game.

You can turn off Artifical Warp Points and Weapons Of Mass Destruction without effecting monoliths or other technology associated with stellor Manip. For this game I would say kill WMD but leave AWP.

I would also STRONGLY recommend that you turn off Sabotage.

Sabotage allows for really powerful acts of damage while Espionage just allows for information gathering and such.
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  #80  
Old November 17th, 2004, 03:22 PM
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Default Re: PBW- Final STM Mod game.

Or better yet, leave WMD on and leave it to the players to inforce the no WMD united galaxy mandate or something.
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