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Gameop
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quote:Slim Shady Posted - 10/03/2005 : 4:46:05 PM
--------------------------------------------------------------------------------
ok, vulcan, few more changes:

Daily Log Length:¨¨¨¨¨800 bytes¨¨¨¨¨¨¨
change to max

Terra ***STARTING*** colos: 80k

and...

remove the asteroid...
people are whining.


/sigh

add a 8.0/8.0 400k fig, 50k credit 1tpw ship also.
:P
(J/K fyi, don't really add it :P i'm mocking people)

Slim

lmao, I almost made the changes till I read the disclaimer at the bottom, hehe

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Mon Oct 03, 2005 8:31 pm
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Lieutenant J.G.

Joined: Sat Apr 10, 2004 2:00 am
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Location: USA
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So are we having an astroid or not? This is something that needs to be set please =) I for one want it since it's KI, like K3 said, what is the KI game without it. If not, might as well have done a more stock edit game of some kind.


Mon Oct 03, 2005 8:35 pm
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Lieutenant J.G.

Joined: Sat Dec 01, 2001 3:00 am
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I agreed with stockton because it a one day mobile does suck. But if I am gonna be called a cryhole leave it.. It's a pos planet anyhow. But I just wanted us to have to work alittle harder for a mobile..

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Jester


Mon Oct 03, 2005 8:36 pm
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Gameop
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Hey Coke is your butt getting raw from all that bouncing! j/k I am waiting to hear the final results on some things, while waiting I could get some Passwords from some of the players and CEO's to enter into the game edits to have players ready but, not initialized.

Just a thought guys!!!

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Mon Oct 03, 2005 8:45 pm
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Lieutenant

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leave it coke and i will torp your Butt even easier now, laff

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Mon Oct 03, 2005 9:30 pm
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Veteran Op
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The asteroid is a major part of the game. While it does suck, taking it out will radically alter the standard strategy for this edit. Something we need to know about before it ever gets done, and something that needs to be discussed beyond just 1 or 2 people saying "it sucks, take it out." You do realize that the next closest mobile takes a week, right? That makes this game less megarob and more SDT, a change that greatly favors the hunter as it tends to immobilize our bases longer.

Messing with something like this in the edit is not as simple as it seems. What has been decided here? I say leave it in. I agree with coke, without an asteroid a stock edit would've been better. Not all "day 0 mobiles" are the same. Especially given that this one never even gets shields.

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Mon Oct 03, 2005 9:33 pm
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Lieutenant

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nah it sucks straight up. ya exactly a week to get a mobile while you have to defend what you got and sdt and hunt for other bases.. a day one mobile means i can lose my **** and next day im up and running again.. but i obviously will go with the majority thats why i threw it out there as a suggestion..

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Mon Oct 03, 2005 9:43 pm
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Well, given that the sentinel doesn't have an IG... and both ships cost 1m, there'd be no point in even building a base. Ftr prod being as low as it is. Just SDT and cloak-out. Bank, buy ftrs, hunt. Find someone else's base and take theirs since it's more turn efficient that way.

That's a big shift in strategy. We really need to get this settled. Slim, Vulcan, how has this turned out? Cuz you keep changing the edits, I'e only asked a half-dozen times now and every time I do I get a different answer. Since so much "depends on the edit" let's stop f-ing with it so we can practice some. K? Post the final edits, any changes, and then lock em.

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Mon Oct 03, 2005 10:14 pm
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Lieutenant

Joined: Sun Nov 07, 2004 3:00 am
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I agree the 1 day mobile does suck... just what we need I can screw up everyday and come back and have a new mobile the next day.. wow... thats ruff... get rid of it please.. make it a challenge.

Bait


Mon Oct 03, 2005 10:25 pm
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Gameop

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/sigh....
new thread

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Mon Oct 03, 2005 11:09 pm
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See, I still say that's not what'll happen. Just because it goes mobile in 0 days doesn't mean you have the colonists to make it go mobile, or that you have anything you can do with it after that (fuel, grid).

They just want to be able to degrid without worrying about a pwarp torp, but that's not exactly difficult to bypass and a good bwarp will accomplish the same thing. I still plan to set grid traps on the first day (so go ahead... hit em, hehe). What it does do is shift cashing. No way you'll have enough cash to bust up reds on day 1. We'll all be broke till day 3, just avoid the Vipers (lay a few mines, corb your ship and laugh as they #SD#).

[Edit]
Slim, just saw your reply. Does that mean you want this in a new thread (lol) or that you've decided to keep it? Because that's really going to change the way the game plays out.
[End of edit]

The entire edit changes without the asteroid, there's no point to even building a base (so don't, why give the hunters anything to capture?) without it until you have the ftrs to defend it. Very stock game. If a 0-day mobile is the difference between a "challenging" game and an easy game, then this is really going to be over quickly. LOL

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Mon Oct 03, 2005 11:15 pm
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Gameop
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Me, I'm waiting for the final word on what to do with the asteroid, and the other arguing on the edits. Tho they are minor, so I can finish it up totally, so far what I have now is locked in till I hear final word on the asteroid to complete the final lock, then we can get on with it, also I need Corp and player info to complete the game to be ready too.

So far peeps are split on the asteroid, we need to get all to agree on something about it, whether it is a majority vote or something. So all can make their practice games and prep for the draft game.

As of now the asteroid is not active. And this is the edit setup as of now too. The IP is not on this cause it is still on my private server till all can agree on something and fast.


Vulcan running Vulcan's Forge Game Server on TWGS version 3.13

4 nodes; multiple simultaneous logons from a single IP are allowed.
********************************************************************************
Global (server) settings
--------------------------------------------------------------------------------
¨¨¨¨¨¨¨¨¨¨¨Ship Delay¨¨¨¨¨¨¨0 s/TPW¨¨¨¨¨Probe Movement Delay:¨¨¨¨¨¨¨0 s/sector
¨¨Command Limitation:¨¨¨¨¨¨30 cmds / 1s¨¨Output Segment Size:¨¨ Unlim bytes
¨Days Until Deletion:¨¨¨¨¨¨30 days¨¨¨¨¨¨¨¨¨¨¨¨¨¨Ack Interval:¨¨¨¨¨300 s
¨¨¨¨Daily Log Length:¨¨65,535 bytes¨¨¨¨¨¨¨Inactivity Timeout:¨¨¨¨¨300 s
¨¨¨¨Local Display On?¨¨¨¨true¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Local Beeper On?¨¨¨¨true
¨¨¨¨¨¨¨¨User Aliases?¨¨¨¨true¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Aliens Sleep?¨¨¨false

********************************************************************************
Local (game) settings
--------------------------------------------------------------------------------
Game B - Killer Instinct - 12000 sectors - 800 turns
--------------------------------------------------------------------------------
¨¨¨¨¨¨¨¨¨Age of Game:¨¨¨¨¨¨¨0 days¨¨¨¨¨¨¨¨¨¨¨¨Game banged on: Mon Oct 3 2005
¨¨¨¨¨¨¨¨¨Closed game?¨¨¨¨true¨¨¨¨¨¨¨¨¨¨¨¨¨Extern last ran on: Sun Oct 2 2005
¨¨¨¨¨¨¨¨¨¨¨¨¨Sectors:¨¨12,000¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Max users:¨¨¨¨¨200
¨¨¨¨¨¨¨¨¨¨¨Max ships:¨¨¨¨2000¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Max ports:¨¨¨¨9600
¨¨¨¨¨¨¨¨¨Max planets:¨¨¨¨2400¨¨¨¨¨¨¨¨¨¨¨¨¨New player planets?¨¨¨false
¨¨¨¨¨¨¨Turns per day:¨¨¨¨¨800¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Turn bank:¨¨¨¨¨¨¨2 days
¨¨Time limit per day:¨¨ Unlim min¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Time penalty:¨¨¨¨¨¨¨0 min/logon
¨¨¨¨Starting credits:¨¨¨¨5000cr¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Starting holds:¨¨¨¨¨¨25
¨¨¨¨¨¨¨Starting figs:¨¨¨¨¨100¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Death delay?¨¨¨¨true
¨¨Radiation duration:¨¨¨¨¨¨¨3 days¨¨¨¨¨¨¨¨¨NavHaz clear rate:¨¨¨¨¨¨10% / day
Times Class0/9 Blown:¨¨¨¨¨¨¨0¨¨¨¨¨¨¨¨¨¨¨¨¨Cloak failure rate:¨¨¨¨¨¨¨0%
¨¨¨¨¨¨¨¨¨¨Port regen:¨¨¨¨¨100% / day¨¨¨¨¨¨¨¨¨¨Port regen max:¨¨¨¨¨100% / visit
¨¨¨¨¨¨¨¨¨Max product:¨¨32,760 units¨¨¨¨¨¨¨Built port density:¨¨¨¨¨¨95%
One-way warp density:¨¨¨¨¨¨¨3%¨¨¨¨¨¨¨¨¨¨Two-way warp density:¨¨¨¨¨¨30%
¨¨¨Max course length:¨¨¨¨¨¨75¨¨¨¨¨¨¨¨¨¨¨¨¨Fighter lock decay:¨¨¨¨1440s
¨¨¨¨¨Terra max colos:¨¨80,000¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Terra regen rate:¨¨10,000 colos/day
¨¨¨¨¨¨¨¨¨¨¨Squatters:¨¨¨¨¨100 ships/sec¨¨¨¨¨¨¨¨¨¨¨¨Corp size:¨¨¨¨¨¨¨5 users/corp
¨¨¨¨¨¨Planetary nego:¨¨¨¨¨100%¨¨¨¨¨¨¨¨¨¨¨¨Planets per sector:¨¨¨¨¨¨¨3
¨¨¨¨¨Photon duration:¨¨¨¨¨¨¨2s¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Fedsafe Photons?¨¨¨false
¨¨¨¨¨¨¨Multi photons?¨¨¨false¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Photon cost:¨¨40,000cr
¨¨¨¨¨¨¨¨¨¨¨Gold mode?¨¨¨¨true¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨MBBS mode?¨¨¨¨true
¨¨¨¨¨¨Steal from buy?¨¨¨¨true¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Steal delay?¨¨¨false
¨¨¨¨¨¨¨¨Steal Factor:¨¨¨¨¨¨70%¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Rob factor:¨¨¨¨¨¨50%
¨¨¨Busts clear every:¨¨¨¨¨¨¨1 days¨¨¨¨¨¨¨¨¨¨¨Last bust clear: Mon Oct 3 2005
Ship reregistry cost:¨¨¨¨5000cr¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨Cloak cost:¨¨25,000cr
¨¨¨¨¨Armid mine cost:¨¨¨¨1000cr¨¨¨¨¨¨¨¨¨¨¨¨¨Limpet mine cost:¨¨10,000cr
¨¨¨¨¨¨¨¨¨Beacon cost:¨¨¨¨¨100cr¨¨¨¨¨¨¨¨¨¨Limpet removal cost:¨¨¨¨5000cr
¨¨¨Genesis torp cost:¨¨20,000cr¨¨¨¨¨¨¨¨¨¨¨¨¨¨Atomic det cost:¨¨15,000cr
Density scanner cost:¨¨¨¨2000cr¨¨¨¨¨¨¨¨¨¨¨¨Holo scanner cost:¨¨25,000cr
¨¨¨¨¨¨Corbomite cost:¨¨¨¨¨250cr¨¨¨¨¨¨¨¨¨¨Planet scanner cost:¨¨30,000cr
¨¨¨¨Ether probe cost:¨¨¨¨3000cr¨¨¨¨¨¨¨¨¨¨Mine disruptor cost:¨¨¨¨6000cr
¨¨¨Planet xport cost:¨¨50,000cr¨¨¨¨¨¨¨¨¨¨Plnt xport upg cost:¨¨25,000cr
¨¨TWarp I drive cost:¨¨25,000cr¨¨¨¨¨¨¨¨¨¨TWarp II drive cost:¨100,000cr
¨¨Twarp upgrade cost:¨¨85,000cr¨¨¨¨¨¨¨¨¨¨¨Psychic probe cost:¨¨10,000cr
¨¨¨¨¨Internal aliens?¨¨¨false¨¨¨¨¨¨¨¨¨¨¨¨¨¨Internal Ferrengi?¨¨¨false
--------------------------------------------------------------------------------
The preceding table was produced by the TWGS Game Settings Exporter v1.10!
http://twgs.xiuhtec.com

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Forum and site down for now.
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Tue Oct 04, 2005 12:14 am
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Chief Warrant Officer

Joined: Mon Oct 07, 2002 2:00 am
Posts: 125
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I know am WAY late but if someone decides to quit, i"ll replace them....

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Tue Oct 04, 2005 12:35 am
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1st Sergeant

Joined: Wed Sep 28, 2005 2:00 am
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Location: Canada
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yo if slim is droping i get alexio


Tue Oct 04, 2005 1:04 am
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Lieutenant

Joined: Fri Mar 02, 2001 3:00 am
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it goes in order of the drop cheif

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Tue Oct 04, 2005 1:07 am
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