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  #131  
Old March 3rd, 2005, 06:29 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Sol Invictus, please read the game forum.
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  #132  
Old March 4th, 2005, 01:11 AM

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Default Re: Star Trek : Quadrants of Conflict 2

OMG i just started to creat my emp now:-d. And there is no nausican trait so can i just pick warrior or do i need neutral?
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  #133  
Old March 4th, 2005, 01:36 AM

luke_slovakian luke_slovakian is offline
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Default Re: Star Trek : Quadrants of Conflict 2

:-d:-d:-d i guess i was blind and could not see my way around and find the file...if this is how i play good luck to me. :-d Sorry for taking soooo long tonight...i was reading:-d
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  #134  
Old March 4th, 2005, 09:38 AM
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Default Re: Star Trek : Quadrants of Conflict 2

So why did we get the map. It would be in the game files anyway. Are we supposed to study the map so we know all the systems?
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  #135  
Old March 4th, 2005, 03:16 PM
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Default Re: Star Trek : Quadrants of Conflict 2

As in Qoc1, I mailed the map to everybody because the people who worked on the map are also playing. So for 'FAIR PLAY' I give everybody the possibility to take a look. (I could also say that the races found some old starmaps from before the cleansing )

Inti,
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  #136  
Old March 4th, 2005, 03:28 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Quote:
luke_slovakian said:
OMG i just started to creat my emp now:-d. And there is no nausican trait so can i just pick warrior or do i need neutral?
Originally that was what I had planned, but NO, you must pick General Race trait.
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  #137  
Old March 4th, 2005, 03:49 PM
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Default Re: Star Trek : Quadrants of Conflict 2

- Turn duration : 60 hours (48 for the first 20 turns)
- Map : Is almost ready.
- Planets : All players will have Medium sized, except the Bajoran and the 8472 they will have large ones.
- Race-setup : Use your race : planet/Atmosphere type, Culture and Race-tech trait. Rest is at own choice, but keep it as Trek as possible.
- Only Espionage Intel is allowed, No sabotage
- All Stellar Manipulation is allowed (in contrast to QoC1, we're you can/may not open or close WP's)
(note: the Borg made tha Transwarp Conduits, so it could be possible for all races in the future.)
- Only 3 partnership or military alliances are allowed pro race. and only 5 Trade or Trade&researcg alliances pro race.
- No Warrior tech trait
- Tech level is low
- Tech cost is high
- No PBW Advanced Research trait. (sorry AT. , but goal of QoC games is realism not game speed.)
Nevertheless you can use the other research boosters, but you are paying for them yourself, So it will not unbalance races to much.
- No Pirate Colony tech is allowed (AT, could you explain to me what it does.)
- Pirate race is allowed
- Events will be medium / high, So you can use un-lucky / very un-lucky but be warned.
- 5000 racial


Here A reminder to all, the GAME RULES.
And WARRIOR TRAIT IS OFF/FORBIDDEN/NOT ALLOWED
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  #138  
Old March 5th, 2005, 02:11 AM
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Default Re: Star Trek : Quadrants of Conflict 2

i've made a HUGE mistake and when i said HUGE i mean bigger than a sphereworld, i've to reupload my empire, because, i didn't realized i don't deselected some of the options... damn.... otherwise i'll get kicked
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We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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  #139  
Old March 5th, 2005, 08:56 AM
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Default Re: Star Trek : Quadrants of Conflict 2

Send me your correct Emp-file, EaX.........

Intimidator

BTW, to all players, 4 of us are away, so I delay the game start until tomorrow.
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  #140  
Old March 5th, 2005, 11:08 AM
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Default Re: Star Trek : Quadrants of Conflict 2

Pirate colony tech is the colonization technology for the pirate race. Without it they are a true pirate race and must capture colony ships in order to colonize planets. This is more for role playing than for praticle play. I would strongly suggest that any race that opts to play as a pirate race consider using the Pirate Colony Tech otherwise the game will not be much fun.

I will review the Pirate trait and make adjustments for the next version of the mod that will allow for faster research when it comes to capture technology and weapons. But in the mean time.... USE PIRATE COLONY TECH. Oops I see it is excluded by the rules this time out. Role play then. And good luck.
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