THE GATHERING STORM
By Y2271, the Klingons and Lyrans were on the verge of victory. The Hydrans were defeated and effectively out of the war, and the Kzintis were barely hanging onto a capital that had been reduced to rubble. The Kzintis were at the point of suing for peace on any terms they could get when the Federation, alarmed at the prospect of a Klingon Empire that could nearly equal its economic power, began taking a serious interest in the war. The Federation began its own arms buildup and was on the verge of providing the Kzintis massive economic support and sending the 4th Fleet into Kzinti space.
The Klingons, who had been watching the Federation "wake up" and build up its forces, became seriously alarmed at the prospect of a widened war. The Empire's strategic plan was originally to wait at least ten years (after conquering the Kzinti capital) before considering a war with the Federation.
The Klingons attempted to defuse the situation diplomatically with a protest to the Organians. They argued that Federation interference was about to prolong a war that should be ending, and noted that the result of that war would be a situation far more stable than the previous three decades had been. The Organians remained silent on the question for reasons that have never been fully understood. The Klingons began extensive probing of the Neutral Zone and found that the decrease in Organian interference was rapidly accelerating. While historians continue to argue whether the Organians were allowing a war consciously or were simply involved in some other matter and not paying attention, the eventual result was the same.
As sporadic conflict along the Federation-Klingon Neutral Zone escalated, the Federation began to mobilize. The Klingons recognized that a mobilized Federation was a very dangerous opponent and were unable to conceive of a defensive mobilization (which some Federation historians continue to insist it was). The Klingons faced a difficult choice. The Federation seemed determined to intervene in the Klingo-Kzinti War, and the Federation buildup was rapidly making any Klingon attack on the Federation a less certain proposition than it had been before.
KLINGON INVASION OF THE FEDERATION, Y2271
When the Organians ultimately disappeared in mid-Y2271, the Klingons decided to be the masters of their own fate, rather than waiting to see what fate the Federation would provide for them. They invaded the Federation on 2 August Y2271, swiftly destroying the border stations and driving the Federation back 2,000 to 3,000 parsecs by the end of Y2272.
So how do the slave girls get their revenge?? And what ships do they fly?? With what weapons??
Slave Girl helmswoman: "Captain, we're almost in weapons range of Dizzy's ship"
Slave girl Captain: "Prepare to fire the castration torpedo!"
"Is that with or without anaesthetic, Captain?"
Deepstrike Rule:
This has been edited. See 2nd post for details....
Daft early noob question, what downloads are required?
Good Tracey. I'd change just a tad of the 1st sentence. I will 'Bold' my change ideas and 'Strike Though' yours I delete.. What u think of this:
"During PvP combat, if you are forced tofleedisengage and upon exiting the mission briefing and returning to the map, find yourself surrounded completely by enemy hexes, then you have nowhere to disengage to and must forfeit your ship. Under the disengagement rule, you must forfeit your shipcannot disengageunless you have either a neutral hex or a friendly hex adjacent to the hex where the battle takes place; where you drafted or the hex you were drafted in at the time of the end of the mission as reported by the first combatant to exit the debriefing screen is the precise moment when the above is judged."
You like?
Edit: This is really not different from the current disengagement rule other than clarifying when the neutral or friendly hex is determined and when the deisengagment ship forfeit counts, which is when the 1st combatant come out of mission and reports it. Right then is when the map is checked. Thats all. Just those 2x clarifications. So no one freak out. Nothing is really being changed here. ;)
One ISC Officer, reporting for duty and flag (RM / ARM) rank.
1.) It's worded so that it takes into account what happens to your ship if you went into a PvP mission while a friendly or neutral hex was present, then, were forced to disengage and upon coming out, there are no neutral or friendly hexes adjacent. Your ship is toast. The past deepstrike rule was ambiguous in that respect. This new one is not. If you come out of your PvP mission after being forced to disengage, you must have an adjacent non-enemy hex available to move into or your ship is gone.
1.) It's worded so that it takes into account what happens to your ship if you went into a PvP mission while a friendly or neutral hex was present, then, were forced to disengage and upon coming out, there are no neutral or friendly hexes adjacent. Your ship is toast. The past deepstrike rule was ambiguous in that respect. This new one is not. If you come out of your PvP mission after being forced to disengage, you must have an adjacent non-enemy hex available to move into or your ship is gone.
Combat is supposed to take minutes or, at most, hours, whereas moving across the map is supposed to take months. The nature of the D2 clouds this, but any fight should be long over before hexes all around you change color.
I'd make the status of the map *before* you enter your misssion be the status that determines whether or not you can disengage. I wouldn't make people give up their ship because the map has changed while they are in mission. If you come out of missions and find yourself surrounded, the no forfiet rule already ensures that you have at least got one more fight on your hands, possibley in an already damaged ship.
-S'Cipio
Deepstrike Rule:
This has been edited. See 2nd post for details....
One ISC Officer, reporting for duty and flag (RM / ARM) rank.
KBF Nail and you are the 1st to ask. So you 2 will be the head honchos. I hope you two like each other. ;) I'd really like to hear back from Blade... I had asked him a long time ago. So let's see what happens there.
If a deepstrike rule is used in future servers, this would be the one. So lets word it good and try and trim it some.
OoB/CnC (Ship buying Restrictions):
Something far easier and much more fair to all than in the last GW4.
Yes, under the current rules you cannot disengage if you are caught in a PvP while deepstriking or "behind enemy lines. Of course your ship should be forfeit for breaking that rule. What's at issue here is the proposal that when going into mission when the adjacent hex is friendly and it changes to neutral or enemy while you are in mission and you disengage, your ship is forfeit. A player shouldn't be penalized for entering a hot zone; they should be given the chance to escape.
One ISC Officer, reporting for duty and flag (RM / ARM) rank.
KBF Nail and you are the 1st to ask. So you 2 will be the head honchos. I hope you two like each other. ;) I'd really like to hear back from Blade... I had asked him a long time ago. So let's see what happens there.
I would suggest that Julin and Nail contact the InterStellar Centurions (the [ISC] fellas from the PBR league; see the Orion Pirates Patrol Battles Arena forum here at D.net). They have 14 members listed on their roster.
OP+ is that the 3.4 shiplist?
An installer will make this idioiot-proof.
QuoteAn installer will make this idioiot-proof.
:smackhead: We're all doooomed
1.) It's worded so that it takes into account what happens to your ship if you went into a PvP mission while a friendly or neutral hex was present, then, were forced to disengage and upon coming out, there are no neutral or friendly hexes adjacent. Your ship is toast. The past deepstrike rule was ambiguous in that respect. This new one is not. If you come out of your PvP mission after being forced to disengage, you must have an adjacent non-enemy hex available to move into or your ship is gone.
Combat is supposed to take minutes or, at most, hours, whereas moving across the map is supposed to take months. The nature of the D2 clouds this, but any fight should be long over before hexes all around you change color.
I'd make the status of the map *before* you enter your misssion be the status that determines whether or not you can disengage. I wouldn't make people give up their ship because the map has changed while they are in mission. If you come out of missions and find yourself surrounded, the no forfiet rule already ensures that you have at least got one more fight on your hands, possibley in an already damaged ship.
-S'Cipio
The deepstrike clarification of when a neutral or friendly hex is considered is going to be a crowd pleaser. So far all I hear are boos. So I'll go ahead and make it so that when a player enters the mission it is then that the player is determined to deepstrike based on wether or not there are neutral or friendly hexes. That should make everyone happy. But me. ::sniff:: I like drama.
Yes, under the current rules you cannot disengage if you are caught in a PvP while deepstriking or "behind enemy lines. Of course your ship should be forfeit for breaking that rule. What's at issue here is the proposal that when going into mission when the adjacent hex is friendly and it changes to neutral or enemy while you are in mission and you disengage, your ship is forfeit. A player shouldn't be penalized for entering a hot zone; they should be given the chance to escape.
Green is the only one with a convincing argument. He is right in that I do not want to do anything that gives pause for someone entering into a PvP hot zone. I'd argue till Hell froze over to get my way if I dont see merit in anothers counter argument, but I happen to agree with what Green says in full.
So this will be the new Deepstrike rule for SG4:
Deepstrikes:If you draft or are drafted into a PvP in a hex that has no friendly or neutral hexes adjacent to it at the time of the draft, then you may not disengage and must fight to the death.
I think this is the rule everonye wants. Am I right Marines!
Is SGIV going to be using those completely conjectural Fed PF's to do battle with the highly motivated
(if underequipped) PF's of the magestic Lyran Navy?
Is the BCHT going to be available?
Are Lyrans getting cool Klingon fighters?
Is the Lyran CV thingy (whatever was equivalant to the BCHT) available?
Bored Lyrans want to know!
Was thre ever a Lyran CVA or SCS built btw?
Is it appearing in the game (I'm somewhat enamoured of fighters atm, and disillusioned with Lyran PF's)
What's it based on (ie how many guns does it have?)
No, the clarification had serious ramifications. Dont make fun of it! If you have it so the the determination of the friendly neutral hexes is made after the draft rather than before the draft, then it changes the entire dynamics of strategic play when entering into a weakened hotspot zone. There was talk of this over Voicecomms last server, but the issue never arose. Had it, and if it involved a significant VC ship, there would be a flame war miles long. Thank me in advance, Kroma. I know you want to. :P
Lyrans with Drones? U should experiment with giving the Lyrans Type 1 Dizzies. Maybe 1 dizzy mount with 2 shots. and some phaser 2's. Would be interesting. hehe
Things can get pretty cheesed out in late, I'd like to think there will be something outside of spd 31 overrun/tractoring going on, especially given the ISC are involved.
Has anyone ever considered the possibility of doing a 1 to 1 time server? That is, a real time server? It'd be a fascinating experiment for a long term server. Hex DVs would have to be a lot higher, I suppose, but still, it might be interesting to do.
My suggestion is to simply consider halving all the DV values so we get some movement on the map and casual players can have more of an impact. The community no longer has the playerbase or the nutters to warrant such high DV values, IMHO.
If I was joking at all, it was only the slightest bit of humor. I honestly think it woluld be an interesting experiment to have a real time server in play. We could even go for a Guiness World Record for the longest running campaign server. But the hex DVs would have to be pretty damn high or space would change hands to quickly in real time.
I like captjosh. I really do. C.Josh, yoiu're ok in my book, buddy. It's just the kind of thing I'd say. hehe
MoooOOOOooooOOOOOoooooOOOOoooOOOoooooOOOo!
I like captjosh. I really do. C.Josh, yoiu're ok in my book, buddy. It's just the kind of thing I'd say. hehe
Well with that vote of confidence... the rest of us hate you.
Don't bother trying to be freindly, Dizzy has already marked you.
Don't worry, we'll blow you up quick, or if we are allied - t bomb and tractor you into a planet. Nothing personal, just that you bear Dizzy's mark.
Enjoy! :-*
What do you meen Ret you cant fly as a pirate?? Know one has said anyhting about race restrictions.
What do you meen Ret you cant fly as a pirate?? Know one has said anyhting about race restrictions.
This server should go live shortly after "War Cruiser Hell."
This server should go live shortly after "War Cruiser Hell."
When is 'War Cruiser Hell" going live? (in theory..)
This server should go live shortly after "War Cruiser Hell."
When is 'War Cruiser Hell" going live? (in theory..)
I'm thinking next friday or Saturday. The list is done, just need to find a good mission pack and the map is generic.
Your pack is a much larger download that what the typical installer have been, not that big of a deal for the broadband user, but we really need to keep downloads below 10 MB for those on dial up.
The GW4 installer was only 7MB (with modsels and missions). A shiplist and fighterlist only makes a 128KB installer. :P What about servers that use models not in the enhancement pack?
You are suggesting two installers? One with missions and one without? Or no installer at all and the old "How to use windows explorer" discussions on TS instead? (recall I had to make a stock installer to get people to be able to login on a stock server, which should tell you something) Mods should be installed one at a time by the user who must be aware of whether or not they will conflict with other installed mods. (common sense - if it has a different shiplist, it conflicts..) You know how I feel about this. Multiple concurrently installed mods make making an installer, that will uninstall to a state the user is happy with, ever more difficult (which mod will they uninstall first? which one will they reinstall that has no over-installation protection?). The enhancement package only compounds this situation (thanks for finally giving up on nightsoft tho). I have had to make ever more complicated installers to try and account for this. You know how I feel about trying to compile the continually changing works of others.
I suggest if you are going to continue the enhancement package, that all modders submit the raw files to you and you assemble a single installer yourself that will allow them all to be used concurrently, there is no other way. (you can move model folders and edit the shiplists to make them all work together?) This would result in a smaller enhancement package as well, as you could use lzma compression (NSIS) on the works! Mods are meant to be used one at a time. If you want people to be able to install all of them at once then only one person can create the installer (or a team in tight communications), otherwise confilcts are inevitable.
If I make an installer it will contain everything the user needs to login, so I only have to make one, if you have already downloaded the enhancement package and you already have the missions then the installer will back up your current missions and install its own (to ensure you have the actual version of the scripts on the server).
Its up to the admin of course anyway.
I prolly dont know what I'm talking about... I just woke up from a nap. :D
Well, this is a good side discussion on how future servers need to play nicer with other's mods and installs. I suggest a seperate thread. I totally support Pesty's package. I have D/Led it and it is SUPER excellent.
Here's something to chew on... Films. Most films are sensitive to the special installs, ship/ftrlists, custom model folders, etc., of different servers and having a mod chooser would be the coolest thing to make sure I have it right to watch all that.
And Pesty, since Bonk makes most of the server's installers, couldn't there be a standard by which these installers can be included into a mod swapper?
I prolly dont know what I'm talking about... I just woke up from a nap. :D
Map, ISC/Rom special rules have been added to the Server Description ([url]http://www.dynaverse.net/forum/index.php/topic,163349577.msg1122486264.html#msg1122486264[/url]) post on the 1st page of this thread.
EDIT: I just hit 100 positive karma! Who do i have to thank? :D Very glad that I didnt hit 100 negative karma 1st, hehe...
I just downloaded GW4 installer on top of OP+ 3.4 and when all was fineshed just unistalled and had no problems.Why not do this agian intall on to of OP+ 3.4?When is this going to be starting hopefully in the new year as I will be over my Flu ?The GW4 installer was only 7MB (with modsels and missions). A shiplist and fighterlist only makes a 128KB installer. :P What about servers that use models not in the enhancement pack?
You are suggesting two installers? One with missions and one without? Or no installer at all and the old "How to use windows explorer" discussions on TS instead? (recall I had to make a stock installer to get people to be able to login on a stock server, which should tell you something) Mods should be installed one at a time by the user who must be aware of whether or not they will conflict with other installed mods. (common sense - if it has a different shiplist, it conflicts..) You know how I feel about this. Multiple concurrently installed mods make making an installer, that will uninstall to a state the user is happy with, ever more difficult (which mod will they uninstall first? which one will they reinstall that has no over-installation protection?). The enhancement package only compounds this situation (thanks for finally giving up on nightsoft tho). I have had to make ever more complicated installers to try and account for this. You know how I feel about trying to compile the continually changing works of others.
I suggest if you are going to continue the enhancement package, that all modders submit the raw files to you and you assemble a single installer yourself that will allow them all to be used concurrently, there is no other way. (you can move model folders and edit the shiplists to make them all work together?) This would result in a smaller enhancement package as well, as you could use lzma compression (NSIS) on the works! Mods are meant to be used one at a time. If you want people to be able to install all of them at once then only one person can create the installer (or a team in tight communications), otherwise confilcts are inevitable.
If I make an installer it will contain everything the user needs to login, so I only have to make one, if you have already downloaded the enhancement package and you already have the missions then the installer will back up your current missions and install its own (to ensure you have the actual version of the scripts on the server).
Its up to the admin of course anyway.
Bonk....
The OP Enhancement Pakcage v2.1 is self uninstalling using the uninstaller.. it uninstalls in reverse order of install.. the only things it dows not uninstall is Shipedit, Mini-Updater, Sector Assault and the 2 folders that Mod Chooser creates...
Now which the mod Chooser installed along with v2.1, this gives more freedom to Modders..
what I mean is during the install of the v2.1, it will create a default point for the Stock OP game.. this way if a modder chooses to make their own shiplist without having OP + involved.. all the player has to do is open Mod Chooser, select Original and click OK.. bam they are in Default Config.. now what happens is that the player downloads the shiplist and ftrlist and then opens Mod Chooser.. it will tell them that the file config has changed and it will ask them to save it to another spot in the program....
on, same goes for the OP +.. if a modder wishes to build a mod off the OP+, then the player opens Mod Chooser, selects OP + and then DL's the Server Shiplist and ftrlist.. opens Mod Chooser again and it repeats the same process of files different do you want to save???? ...
Now if a server is using Custom Models, then so long as they make their models different file names than stock models, then Mod Chooser should back up the Model.siz file for other modes... as such, the installer only needs the models, shiplist ftrlist and the model.siz file.. launch Mod Chooser.. and wha-la.. they can save it to another slot....
to Uninstall the Mod with Models.. all one has to do is convert Mod Chooser to the current Mod (if they have changed modes), then run the uninstaller for the mod and the models are gone and the game is most probably reverted back to the state it was before the Mod was added...
Now the good thing about Mod Chooser is that even if the Uninstaller doesn't restore the shiplist it replaced, the mod Chooser can restore the files itself.. such as GW4 files installed, people's shiplist for OP + was lost.. instead of uninstalling and reinstalling OP +.. all one has to do is open Mod Chooser, select their OP + config and hit OK... bam game fixed...
If someone is playing on a custom server and goes to GSA, all they have to do is open Mod Chooser and select OP + and bam.. they are ready for GSA without having to uninstall the mod... to go back to the server.. just choose the server config in Mod Chooser and bam, they can log in...
this eliminates installing scripts over and over when people could already have them. It also backs up different game modes and so forth...
the OP Enhancement Pack uninstalls easily with very little in the way of premament game file changes.. such as to uninstall OP Enhancement, just click on the OP Enhancement Pack Uninstaller in the SFC OP game directory and follow the instructions.. each piece uninstalls in sequence.. and as such, what is left can 90% be uninstalled in Add/Remove Programs..
To remove the Mod Chooser files, all you need to do is delete the PreSetup and Mod Chooser directories out of the SFC OP game directory....
the only things needing uninstall in Add/Remove Programs is ShipEdit and SectorAssault. the Mini-Updater fixes the EGS sound loop and the Directory files and is not removable.. neither is patch v2552 nor are the fixes to the game files for the metamap.gf and metamap.war files..
if you really need to uninstall these fixes, then you really need to reinstall the game...
See.. I took into consideration all aspects for OP and the Enhancement Package.. it allows for more freedom and it provides all the files that anyone possibly needs for GSA, Single Player and Dynaverse unless you are going to use a really off the wall script..
It is not meant to be an end all be all, but it allows for server admins to have more freedom in creating their installers without having to hassle with adding scripts to the installers... thus making the DL that much smaller...
I know OP Enhancement Pack is big, and I'm not saying it is for everyone.. what I am saying is that it is a utility for everyone to have their game in a state which is very user friendly and very easy to add mods too... plus it also eliminates wear and tear on the HDD frum the install / Uninstall of a server installer.. now it is just a simple file swap of 2 to 3 files by the user with only 3 click of the mouse...
As for scripts, I understand about having correct version for the scripts.. as such, I keep the latest and newest version of the scripts in the Enhancement Package.. as such, if there is an error with the scripts, it should be a sign that the server admin hasn't kept up to date with the scripts he is wishing to use for the server.. or if the admin is intentionally running the old version of a set of scripts, it would be good to inform the community as to why the old outdated scripts are being used... but I digress.. I'm just saying that with the OP Enhancement Package v2.1, all I had to get was the shiplist and ftr list for all servers except those running the custom models required for the server... servers running mods without adding models I was able to join them easily and without incident.. and so far I have registered on 5 servers in the last 2 weeks.. played in GSA in both Stock and OP + and played Single Player in all 3 shiplists.. so far without any error (except remembering to delete saved games when using different shiplist)... and I have not had to uninstall 1 thing or add anything except the shiplist and ftrlist...
but to each their own.. I'm just saying that someone's mod will not interfere with OP Enhancement Pack in it's ability to operate correctly unless they have a file that overwortes the OP Enhancement pack's installer files or batch files or uninstall files, and that is pretty unlikely.. except for the Scripts.. for some reason everyone likes using Scripts_Uninstall.exe for the script uninstaller.. which is the same I use... but that can be avoided...
anyhow.. as I said, it is a tool to help the entire community making Orion Pirates more user and Mod friendly and to attempt to help admins reduce the files they have to gather to get the server going and to also help the casual players who use GSA and Single Player quite often..
My appologies to everyone who I may have upset... but when people start asking about what can or can it not do , then it is obvious that they have not used the latest version(s) (v2.0 and v2.1).... anyhow... just trying to help and I did my best.. I have OP Enhancement pack install in a correct order of install and uninstall in a correct order of uninstall to preserve the stock game while taking in consideration that several things needed fixing.. Firesoul did a lot, frey did a lot and I fixed 2 single player Campaign files.. as such, those fixes are required in one fashion or another (even if it is to fix annoyance [esg loop]) but the fixes work with the Stock v2552 game without anything else added... everything else is removable and easy to do so.... plus if people like they can remove individual components without having to worry about losing Original Content from the game, which is what i intended...
so again, i did my best to help... and I'll keep the package up to date... sorry if I upset any of you and I'lll no longer make comments on how the package can save admins time and sweat getting the players ready to go live...
If you are going to change a ship, you better sure as hell have a damn good reason beyond "But...but... they have more AMDs than I do!"
If you are going to change a ship, you better sure as hell have a damn good reason beyond "But...but... they have more AMDs than I do!"
See Dizzy, I told you ading 4 AMD12 to the I-CCZ would not go oer well! ;D
Given what I've been hearing about changes to ships, I don't think I'll be playing on SG4 even if the router issue is fixed.
There sounds like there is to much of changing a given ship to make it more like X or Y ship. If there is even that much of a reason.
Now before someone bitches about SFB vs SFC, I don't care. Problems between the two are basicly universal across the races. I refuse to change ships for what amounts to "because we felt like it". If you are going to change a ship, you better sure as hell have a damn good reason beyond "But...but... they have more AMDs than I do!"
I don't like people changing ships for no reason or for stupid reasons. It's as simple as that.
Like the C8V (and apparently others) changing two dizzys for 2 B-racks. Gee. And the reason given is "because fighters don't work how they do in SFB". Which is BS. They work as well as they work for any other race. Dig deeper and it's "Well the Kzinti CVA has 6 drone racks and 4 dizzys....". So what? If you like the Kzinti so much better than the Klingon, GO PLAY THE KZINTI.
Or the C10K with an extra ADD12 rack that was added "Well the fed and Kzinti have 3 of them.....". Nice. More BS reasons. And lets not forget the expanded phaser arcs to 'make it more klingon' despite the fact that the C8/C9/C10 series have a specific mention about how they don't fire across decks as well as the smaller ships.
Quote from: Brezgonne on Today at 01:22:37pm
I don't like people changing ships for no reason or for stupid reasons. It's as simple as that.
I don't believe makling minor changes so a ships is more balanced against it's peers is a stupud reason.
QuoteQuote from: Brezgonne on Today at 01:22:37pm
I don't like people changing ships for no reason or for stupid reasons. It's as simple as that.
I don't believe makling minor changes so a ships is more balanced against it's peers is a stupud reason.
you mean aside from the fact that it's not supposed to be like that or if you do that you just may as well give everyone identical ships or how about the little part about when you pick a race you have to accept it's weaknesses as well as it's strenghts.
all you seem to be doing is making a bunch of cookie cutterish ships and deleting any weaknesses you find or deem to be weaknesses. The ships are setup a certain way on purpose. Tinkering with them to make them look like the other races ships while ignoring the design conventions for the race is unwise.
I mean if your going to remove most or all of the weaknesses from one ship or race, why stop there? Why not just get rid of all the weaknesses, give everyone 360 weapons and let them ignore any sort of tactics.
Like the C8V (and apparently others) changing two dizzys for 2 B-racks. Gee. And the reason given is "because fighters don't work how they do in SFB". Which is BS. They work as well as they work for any other race. Dig deeper and it's "Well the Kzinti CVA has 6 drone racks and 4 dizzys....". So what? If you like the Kzinti so much better than the Klingon, GO PLAY THE KZINTI.
Or the C10K with an extra ADD12 rack that was added "Well the fed and Kzinti have 3 of them.....". Nice. More BS reasons. And lets not forget the expanded phaser arcs to 'make it more klingon' despite the fact that the C8/C9/C10 series have a specific mention about how they don't fire across decks as well as the smaller ships.
This reminds me... I am still waiting on my extra PhG's for the Hydran to counter the extra drones the Klinks can toss out now.
IE I disagreed with those changes to the klink ships b/c while they did help them against the Kzinti & Feds, but it screwed us poor Hydrans.
OK ,What shiplist is SG4 going to use now that OP+4.0 is out a big surprise on my part but FireSouls is full of surprises?What is SG4 going to use OP+3.4 or OP+4.0 ?
The problem (as I see it) was that SFB ships were (largely) designed to fight fleet battles.
SFC is (largely) designed to fight duels.
The problem (as I see it) was that SFB ships were (largely) designed to fight fleet battles.
SFC is (largely) designed to fight duels.
Ahh! So we should allow fleets again! ;D
Are you using bit torrent?
Are you using bit torrent?
didn't try the bit torrent one...what does it really do in/to your computer?
test server goes up on the 8th. All will be posted then.
PM Tracey G here on these boards and she will get your PW setup so u can join the Alliance Officer's Club.
test server goes up on the 8th. All will be posted then.
PM Tracey G here on these boards and she will get your PW setup so u can join the Alliance Officer's Club.
Do you have a list of what races need players?
:)
Po~
test server goes up on the 8th. All will be posted then.
PM Tracey G here on these boards and she will get your PW setup so u can join the Alliance Officer's Club.
Do you have a list of what races need players?
:)
Po~
Sign up for the Wild Geese. We will be whoring our way throughout the Galaxy! ;D
2nd post updated.
2nd post updated.
<looks at second post>
It has come to the attention of the Bruce Lords of Ghdar that your map is ugly. But have no fear, we plan to redecorate.
-S'Cipio
2nd post updated.
<looks at second post>
It has come to the attention of the Bruce Lords of Ghdar that your map is ugly. But have no fear, we plan to redecorate.
-S'Cipio
You're going to help get rid of that big brown splotch on the top right?
The (dark) brown "stain", on the other hand, is about to spread. If you have any doubt as to its permanence, check your laundry and guess again.
ya, wanderer, get with DH and make sure all the races say their respective names, i.e., the Mirak = Tholians.
The folders... I think we make a few PF folders thru the bat file that copy your stock FF and the tholian folder and thats about it. We did NOT copy over anything already there like RDSL server did, so this install is completely harmless... Fear not.
The extra ftr folders, in the interest of getting the server done by this weekend, we left most of it on the cutting room floor. Perhaps DH did seperate model folders for the Hvy Ftrs. I dunno, but it'd be nice.
Afa the Webmap goes, I enlisted Bonk's assistance on it, but I'm not sure if it will fly or not. I hope so. Where is Darkelf? He had some cool toys for webmap stuff... Mb you can look into this, Wanderer?
Everything about bases are revised. Be afraid, very afraid.
QuoteAfa the Webmap goes, I enlisted Bonk's assistance on it, but I'm not sure if it will fly or not. I hope so. Where is Darkelf? He had some cool toys for webmap stuff... Mb you can look into this, Wanderer?
A Bonk webmap should be fine, they've always worked before. Afa DarkElf's whereabouts, he's hip-deep in RL stuff, kinda hard to get ahold of these days.
QuoteThe folders... I think we make a few PF folders thru the bat file that copy your stock FF and the tholian folder and thats about it. We did NOT copy over anything already there like RDSL server did, so this install is completely harmless... Fear not.
Wasn't fearful of anything being overwritten, just curious if there was anything added, so I could check to see if there was any nifty models I might want to put in, model whore that I am. ;D
[/size]Everything about bases are revised. Be afraid, very afraid.
WTF were you thinking?