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  #141  
Old March 5th, 2005, 07:33 PM
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Default Re: Star Trek : Quadrants of Conflict 2

i'll send you my empire tonight because i'm not at home now.
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If you see a light at the end of a wormhole its a photon torpedo!

You think is such three dimensional way, how small have you become - Borg Queen.

Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2

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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  #142  
Old March 6th, 2005, 08:32 AM

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Default Re: Star Trek : Quadrants of Conflict 2

Hey just a quick question - I was running a test game as my Vaadwaur and found that my colony ships couldn't move at all until I discovered Warp Core II... ? Is this normal? It says when I create it that it has 1 move, but when it is built, it says zero. Which is weird, because I chose the +1 propulsion trait. If anything it should be 2 My scout ships move normally, 2 move plus 1 with trait = 3.

I made them correctly, with the propulsion mount warp core and 2 combat move items, 2 space move items.

I tried duplicating it with other races, and it's the same. So is this standard mod procedure? I only ask because I had a long game with the same version mod a couple of days ago as federation, and I don't remember them having this problem... so unless it's perfectly normal, a re-install might be in order so my empire doesn't fall behind!

Btw, Intimidator, I don't know if you checked the game boards but I'll have to make a new email that can receive a semi-large map file. My old hotmail is overcrowded as it is, so it probably got bounced. Don't wait to start on my account though, I'll just email you from the new addy and if you send it today or tomororow, it's all good.
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  #143  
Old March 6th, 2005, 10:13 AM
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Default Re: Star Trek : Quadrants of Conflict 2

Colony ships have to have four warp nacells.
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  #144  
Old March 6th, 2005, 10:18 AM

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Default Re: Star Trek : Quadrants of Conflict 2

Ahh, thanks Nodachi. That explains it I must have forgotten that little fact!

So are we still starting today?
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  #145  
Old March 6th, 2005, 03:52 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Why do poeple not READ the hull abilities when they SET UP a new ship..... Aggervation... All that work.... Aggervation.
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  #146  
Old March 6th, 2005, 05:11 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Well AT I can understand the mistake. You get into the habit of just putting two nacells on the ships and forget that the colonyship needs four.
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  #147  
Old March 6th, 2005, 06:27 PM
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Default Re: Star Trek : Quadrants of Conflict 2

My habit with SEIV is always keep clicking on engines until an warning occurs and that I remove one, that way my ships always travel at top speed.
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  #148  
Old March 6th, 2005, 06:28 PM
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Default Re: Star Trek : Quadrants of Conflict 2

But about the game, someone has some problems with his PC and SEIV version. An replacement for the first few turn will join soon and upload the emp-file.
So that's 'why we still wait on our START
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  #149  
Old March 6th, 2005, 06:32 PM
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Default Re: Star Trek : Quadrants of Conflict 2

To Atrocities

Our 1.9.0.9 emp-files will work with 1.9.1.2 ?? aren't they ??

So we could start this game in 1.9.1.2 right away ??
If so, I could ask someone from PBW to change the game to 1.9.1.2 ??

Am I right ?
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  #150  
Old March 6th, 2005, 07:12 PM

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

I think starting with 1.9.1.2 is a good idea if the emp files are good to go. (Mostly because I already installed it for my test game, and it'll save me the trouble of going back to the old version)

And Atrocities, I did read it the first time; I'd just forgotten about it by the time I started my second game. Surely you don't expect people to read the instructions *every* time they start a new game

PS: Did you get my msg Intimidator from my new email? tbbj79 at yahoo dot com . I still need the map file.
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