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  #1  
Old May 6th, 2002, 02:28 AM
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Default Re: Omni Mod

I can host, but although I have lots of space and unlimited transfer, that is paid for by lower bandwidth, and more downtime.
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  #2  
Old May 6th, 2002, 03:09 AM
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Default Re: Omni Mod

This is a shot in the dark idea if your interested. A stellar ability that flings asteroids out of orbit and turns them into drones that can bombard planets. Of course you would need an asteroid belt in the system you're attacking, and probably a cloaked ship so that a fleet can't find the culprit right off the bat. But basically a limitless supply of asteroids to fling at planets. The higher the tech level, the more asteroids you can fling in one turn.

Just an idea, if it is feasable.
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  #3  
Old May 7th, 2002, 01:12 AM
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Default Re: Omni Mod

hmm good idea ill see about it it should theoraticly work.

race types

Ghost Fleets
Necromancy(Bone techs)
Energy Beings
Gasous Beings
Sun dwellers
Anti-Matter Beings
Pirates
Nomads
Mercanaries
Monsters
Ethareals
Ra'Shrakil Descendents
Terrestial
Machinoids
Symbiotes
Corparations

ENJOY!
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  #4  
Old May 7th, 2002, 02:01 AM
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Default Re: Omni Mod

quote:
Originally posted by Lord Kodos:
Ghost Fleets
Necromancy(Bone techs)
Energy Beings
Gasous Beings
Sun dwellers
Anti-Matter Beings
Pirates
Nomads
Mercanaries
Monsters
Ethareals
Ra'Shrakil Descendents
Terrestial
Machinoids
Symbiotes
Corparations



Just One thing... Don't mean to nitpick as I couldn't do a single thing what you are proposing:

Ghost Fleets and Necromancy seem pretty alike, same with Ethereal and Gaseous beings and Energy Beings with Sun Dwellers, and Mercenaries and Pirates.

And some Spelling Mistakes (everybody makes mistakes once in a while)

Gasous - Gaseous
Mercanaries - Mercenaries
Ethareals - Ethereals
Corparations - Corperations

I hope that helps or being put into consideration.
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  #5  
Old May 7th, 2002, 02:12 AM
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Default Re: Omni Mod

ethereals are omnipotent species it just sounds better so they are not alike.Gaseous is somewhat similer to Energy except they have unique differences.Energy beings can skip shields,they are pretty darn close to omnipotence in fact more or less here is the way your empire goes in game terms

Preindustrial-Empire-Energy-Omnipotent,IE given enough time you will evolve into a Energy race.Mercanaries unlike pirates generate NO money.Their ships have 0 maintnence costs however.The idea is that they lend their services out in exchange for money.
Ghost Fleets are just that ghosts pretty similer to a nomadic Version of energy but with anceint tech.Necromancy is bone stuff like Bone-Armor,Bone catapault,Bone Missles etc etc.Energy races have these advantages among others

Boarding parties skip shields
0kt bridge and crew quarts
Different facilites
Better energy weapons
All ships have supirior ramming skills
Pop quarters are very small
Population is easily tranferred via email(okay this idea is from Fang Tsu he yelled at me saying lithians can do this..if when i piss people off they give me ideas i have to be more obnoxious!)\
and more

Enjoy and remember the Omnimod contains no soy!
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  #6  
Old May 7th, 2002, 04:50 AM

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Default Re: Omni Mod

Oh, never mind....

[ June 14, 2003, 18:43: Message edited by: General Talashar ]
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  #7  
Old May 7th, 2002, 06:16 AM
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Default Re: Omni Mod

< BUMP > I've found the pre-Gold scenarios I mentioned, and edited my earlier post in this thread to add the links.
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