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February 17th, 2005, 09:56 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Star Trek : Quadrants of Conflict 2
5000, No INTEL, No WMD's, and no Events, but allow us to use the Bad Luck for the points.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 18th, 2005, 12:23 AM
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Sergeant
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Join Date: Jun 2003
Location: Coruscant
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Re: Star Trek : Quadrants of Conflict 2
5000 here as well.
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Good help is so hard to murder these days.
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February 18th, 2005, 12:45 AM
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Sergeant
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Join Date: May 2004
Location: Unimatrix 1
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Re: Star Trek : Quadrants of Conflict 2
5000 and no intel if possible.
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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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February 18th, 2005, 02:52 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Star Trek : Quadrants of Conflict 2
Can we consider some sort of intelligence effort for the Dominion (and not just because they are me), to simulate the founders taking over things eg. the Founder infiltrates a ship as captain and diverts it from it's course ie. Fake orders.
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February 18th, 2005, 05:03 AM
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Corporal
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Join Date: Jun 2002
Location: Germany
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Re: Star Trek : Quadrants of Conflict 2
5000 Racial Points and no warppoint making devices...
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Number One! Red Alert, shields up and please escort Ensign Crusher to airlock 21, without a spacesuit!
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February 18th, 2005, 06:35 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Star Trek : Quadrants of Conflict 2
Quote:
Randallw said:
Can we consider some sort of intelligence effort for the Dominion (and not just because they are me), to simulate the founders taking over things eg. the Founder infiltrates a ship as captain and diverts it from it's course ie. Fake orders.
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All right, disallow sabotage but all espinoge. This way we can spy, but can do no real damage.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 18th, 2005, 10:27 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: Star Trek : Quadrants of Conflict 2
what will be the differences (beyond the mod-based ones) from Major and Minor Races?
I would like to play a Minor Race, but i´m not sure if i will be able to play to the end of the game because sometimes i need to travel and would not be able to play for 2 or 3 weeks...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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February 18th, 2005, 07:30 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Trek : Quadrants of Conflict 2
Here a short update with rules and players sofar.
Major races:
Federation: Aerosol
Klingon: Atrocities
Romulan: Tnarg
Ferengi: Sefter
Cardassian: Intimidator
Dominion: Randallw
Tholian: Enigma
Borg: Eax
8472: Ralf
Orion: Iansidious
Breen: Tomecki
Minor Races :
Bajoran: Kiedryn
Vulcan:
Gorn:
Hirogen: Nodachi
Nausicaan:
Kazon: Ragnarok-X
Andorian: Lord Axel
Vaadwaur:
- 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
I still have doubts about the WP-openers and closers, So let me know what you ALL think of that.
But sorry AT, Events will be on...........
This will be it sofar, nothing is set yet but I think this will be our game for the most part.
If there are questions or remarks let me know.
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February 19th, 2005, 02:46 AM
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Sergeant
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Join Date: May 2004
Location: Unimatrix 1
Posts: 297
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Re: Star Trek : Quadrants of Conflict 2
i've no problem with WP-openers and closers
__________________
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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February 19th, 2005, 09:57 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: Star Trek : Quadrants of Conflict 2
allow warp point openers/closers but put them later in the tech tree... (like, the first one in the same level as the ringworld tech)
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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