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  #71  
Old February 22nd, 2005, 12:46 AM
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Default Re: Star Trek : Quadrants of Conflict 2

I would also ask that you disallow Weapons Of Mass Destruction for they will greatly destabalize the game.

You know what, I should amend the Warp Point creation tech to be Borg and 8472 only. Or limit the other races to small short range WP tech. That is a great idea Intimidator. Thanks for giving it to me.
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  #72  
Old February 22nd, 2005, 12:48 AM
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Default Re: Star Trek : Quadrants of Conflict 2

One last thing. Events in 1.9.0.9 had an error in the file, thanks Intimidator, so when the next version comes out at the end of the month, we should upgrade the game.
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  #73  
Old February 22nd, 2005, 01:00 AM
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Default Re: Star Trek : Quadrants of Conflict 2

i'm looking for the game right now, just a note to the player that created the game, my nick on PBW is Drakth.
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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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  #74  
Old February 22nd, 2005, 01:03 AM
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Default Re: Star Trek : Quadrants of Conflict 2

i can't imagine the borgs on any kind of council, but it's funny
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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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  #75  
Old February 22nd, 2005, 01:16 AM
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Default Re: Star Trek : Quadrants of Conflict 2

hooray, a shipset for the Nausicaans.
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  #76  
Old February 22nd, 2005, 01:21 AM

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Default Re: Star Trek : Quadrants of Conflict 2

hey i will be nausican i finaly get se4 thursday latest friday so if i can join and miss out on too many things let me know and ja.
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  #77  
Old February 22nd, 2005, 01:26 AM
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Default Re: Star Trek : Quadrants of Conflict 2

Quote:
luke_slovakian said:
hey i will be nausican i finaly get se4 thursday latest friday so if i can join and miss out on too many things let me know and ja.
You will need to update your copy of SEIV to 1.91
You will need to download and install the IMAGE MOD (Planets, Combat, Facilities, Components, and Events packs.) They go into your Space Empires IV / Pictures folder. They will add more images and should only replace 1 file in each folder.)
You will need to download the Full version of the STM 1.9.0.0 and update to 1.9.0.9. www.astmod.com

If you do not have your copy of SE IV by the time you expect, ask someone to make your race emp file up (with PW), that does have the full game and mod, email it to you, and then upload that.

You may not be able to play until you get your copy, but at least your empire will be uploaded and playable.

I don't know if the MOD works with the DEMO version of SEIV or not. If it does, you should be good to make up your EMP file.
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  #78  
Old February 22nd, 2005, 10:51 AM

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Default Re: Star Trek : Quadrants of Conflict 2

If the Vaadwaur aren't taken, I'd be happy to give em a go! That's one of my favorite episodes in Voyager, actually, and I like the whole concept of rebuilding a civ from the ashes - though granted, everyone is doing that this time around with the "Cleansing" backstory

I'm new to PBW, but I've played A LOT of SE4, also quite a bit of ASTMod. I'm like the poster above though, in that I don't have my game yet. I had to delete it and throw it away about a year ago cause it was interfering with my studies! Ordered a new copy yesterday though, and I'm pretty sure it'll be here wednesday/thursday. It's too bad it's not in stores around here, this game is an all-time classic...

Anyways, please let me know if it's not too late to join - when are you planning on starting the first turn? I think I'll be able to do my turns pretty consistently. I've still got a year and a half left of my college stoner lifestyle
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  #79  
Old February 22nd, 2005, 12:36 PM
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Default 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 (Drakth)
8472: Ralf
Orion: Iansidious
Breen: Tomecki

Minor Races :

Bajoran: Kiedryn
Vulcan: Darkhorse
Gorn: Makinus
Hirogen: Nodachi
Nausicaan: Luke_Slovakian
Kazon: Ragnarok-X
Andorian: Lord Axel
Vaadwaur: Sol Invictus

Still one slot open, So pick one of the races below.
Tamarian:
Ktarian:
Sheliak:



- 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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  #80  
Old February 22nd, 2005, 04:29 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Rules


- Turn duration : 60 hours (48 for the first 20 turns)
- Map : Will be uploaded to everybody this weekend.
- 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
- Only 3 partnership or military alliances are allowed pro race. and only 5 Trade or Trade&researcg alliances pro race.
- No Warrior tech trait
- No Pirate Colony tech is allowed
- Tech level is low.
- Tech cost is high.
- No PBW Advanced Research trait.
Nevertheless you can use the other research boosters, but you are paying for them yourself, So it will not unbalance races to much.
- Pirate race is allowed
- Events will be medium , So you can use un-lucky / very un-lucky but be warned.
- 5000 racial

----Strategic Developments.
- All Stellar Manipulation is allowed.
- WMD's are allowed.
- Ring/sphere worlds are allowed.

I want to allow everything, just to keep all options open.
The game will be heavy on roleplay and tech cost will be high, so for the first 100/150 turns I don't expect any of these items to pop-up in the game.

- Victory conditions : None, I find playing an perfect Trek role more important than terminate all others.
Therefor eliminating an empire is not recommended (leave him a few planets to give him the possibility to come back in the game) and roleplay is a MUST !!!!!


FORUM or GALACTIC COUNCIL :

I will not rule this option, but will leave it open for ingame creation. There isn't an council, but if people (Tnarg) want one. Creat it yourself !!!!
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