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brianeyci
October 12th, 2004, 12:27 AM
So far I have seven games, all of them stock. I am already starting to grow tired of stock.

So the new game will be with Adamant Mod. Thirty-six hour turns. And a unique concept.

The galaxy has been invaded by extra-galactic entities. All of the planets of your race, save one, have been destroyed. You maintain contact with your galactic network through crystal plantair magical balls.

Each year (ten turns), you elect a new leader of the Galactic Council based on a vote system. One vote per Empire. The leader gets to generally direct the military operations of the galactic alliance, although micromanagement of the empire still rests with the leader.

As well, the Galactic Council regularly meets to discuss strategic and tactical matters.

All the RPG elements will be handled in the Game Forum. Posts will have to be declared either in-character or out-of-character.

Join in on this comp-stomp, eight player romp. I shall be spending the next few days creating/finding some devious AI's.

Brian

brianeyci
October 12th, 2004, 12:27 AM
Game is up, called "Galactic Invasion"

Brian

Fyron
October 12th, 2004, 01:41 AM
You will definitely want to use the 0.15.00 Version of Adamant Mod (as of yet unreleased), as it fixes some of the more glaring issues with the AIs (as well as having 74 items in the changelog! http://forum.shrapnelgames.com/images/smilies/shock.gif). I am implementing Machine and Energy races, but they are still a ways off from being completed... I can release 0.15.00 in the next day or so for you now, with those race types unavailable of course. Note that all empire files created prior to 0.15.00 will _not_ be usable in 0.15.00.

I am not sure that the AI for Adamant can be classified as "devious" though... It is probably about the same level as stock SE4 AI, albiet rather uniform... If you decide to create some better AIs, I would be more than happy to include them in the mod. http://forum.shrapnelgames.com/images/smilies/happy.gif

Have you been playing Adamant in single player mode?

Edit:
I have attached the current 0.15.00 history file to this post.

se5a
October 12th, 2004, 01:57 AM
I'll probibly be in with my Organic seeker/fighter race!

brianeyci
October 12th, 2004, 10:34 AM
Okay Fyron, I'll wait til the new Version of the adamant mod is included.

No, I don't play single player at all.. except for that short stint that my internet was down. But I digress.

I chose Adamant Mod because the website seemed to present some fun ideas, and the only website I can ever remember is www.spaceempires.net (http://www.spaceempires.net) =D

I was thinking maybe Proportions, but I didn't want to start a game that would take two years to finish =D.

<edit> Game is not up now, gonna wait for Fyron's update.

Brian

se5a
October 12th, 2004, 03:55 PM
if you want a 1vs1 game while we wait...

brianeyci
October 13th, 2004, 01:23 AM
Sure. What kind of settings do you want? The only thing I care about is making it at least 36 hour turns -- 48 hour turns would be nice.

Brian

se5a
October 13th, 2004, 02:46 AM
I'm not to fussed as long as it's adamant, Do you want to create it or shall I?

brianeyci
October 13th, 2004, 12:23 PM
You create, therefore guaranteeing no fuss =D

I suggest 5k racial points so we get feel for the game.

Either we play against AI's together, or no AI's. No neutrals =D

Brian

se5a
October 13th, 2004, 01:14 PM
game name = se5a vs brianeyci
no ai http://forum.shrapnelgames.com/images/smilies/wink.gif
if you havent played adamant before I would sugest you go for phisical race, and hang around IRCchan
irc.freenode.net
#spaceempires
so you can ask questions from fyron http://forum.shrapnelgames.com/images/smilies/wink.gif

do you want us to have the same type of race? if we do it means that when we capture ships we will be able to anilize the ship and get tech, if we don't it means that we cant get tech from anilizing but it makes the game a little more interesting.

check over the settings and let me know what you think.

brianeyci
October 13th, 2004, 01:59 PM
Hrm, okay cool. Will get a chance to check out the new tech. Only thing I care about is setting the racial points to 5k, so we have a chance to try out all the traits.

Brian

brianeyci
October 13th, 2004, 02:09 PM
Wow look at all the fun traits. I'm tempted to pick a ton of them... actually I do want to try a lot of stuff out. What happens if you pick organic and physical and magical all at the same time? Should you only pick one?

If we were playing a competitive game, I would automatically go for the two 120% build rate traits, and make ships like water. Perhaps pick organic, and see how fast my fleet can grow.

Actually, how about we play AI's? That way we'll be able to choose traits according to how we want to try them out, and not because we want to win. It's going to be hard for two players to RP unless they are on the same team lol.

Brian

brianeyci
October 13th, 2004, 02:12 PM
Oh, and when you include the AI's, don't randomly generate AI's or randomly generate neutral AI's.

Put in some really cool AI's -- especially lots of Space Monster races. I think six space monster races, versus us, will make a fun game -- we might get killed early on, but if we manage to survive it will be so fun!

How do you defeat space monster races if their planets are cloaked?

Brian

Fyron
October 13th, 2004, 02:42 PM
brianeyci said:
Wow look at all the fun traits. I'm tempted to pick a ton of them... actually I do want to try a lot of stuff out. What happens if you pick organic and physical and magical all at the same time? Should you only pick one?

Then you are a cheater. http://forum.shrapnelgames.com/images/smilies/wink.gif Same with all of the "Natives" traits. Picking multiples will be much, much harder in 0.15.00. Make sure to read the Empire_Setup.html file in the Help folder.


If we were playing a competitive game, I would automatically go for the two 120% build rate traits, and make ships like water.

Note that they do not stack, as they apply to different types of SYs.


brianeyci said:
Put in some really cool AI's -- especially lots of Space Monster races. I think six space monster races, versus us, will make a fun game -- we might get killed early on, but if we manage to survive it will be so fun!

Even one space monster race is going to be very, very difficult to beat for 2 players on a low tech, 1 planet start...


How do you defeat space monster races if their planets are cloaked?

Star Destroyers, Nebulae Creators, or Black Hole Generators.

se5a
October 13th, 2004, 03:43 PM
I dislike AI, but we could do monsters if you want, I probibly should play a proper game vs monsters to get a better feel of how they work etc.
I am currently playing around with a diferent Version of monsters which should be fun.
Fyron, how well DO monsters work in 14?
when I did a quick mess around with them in 15 I was easly able to protect my plannets with a copple of missile platforms, missile ships and fighters however were prety much useless, even with decoy missiles. at least in the early game anyway...

Fyron
October 13th, 2004, 10:23 PM
0.15.00 is now available. *link* (http://www.spaceempires.net/home/modules.php?name=News&file=article&sid=142&mode=&o rder=0&thold=0)

brianeyci
October 13th, 2004, 10:33 PM
se5a said:
I dislike AI, but we could do monsters if you want.



Great. I'm downloading the Adamant new Version now, and will make an energy race -- I really want something different from the stock, and physical race would be too similar to the stock for me.

2 of us versus one space monster race? Great =D

Brian

brianeyci
October 13th, 2004, 10:34 PM
Oh one more note, make sure to turn on "evenly distributed throughout galaxy" option so we don't start out right next to the space monsters...

Brian

Ed Kolis
October 13th, 2004, 10:37 PM
Uhh... sorry, but energy races don't seem to be playable... in order to rush this mod out the door for you, Fyron had to take them out because they don't have any actual components yet... http://forum.shrapnelgames.com/images/smilies/frown.gif
edit: and are you only accepting 2 players? I might want to join too http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron
October 13th, 2004, 10:39 PM
Ed Kolis said:
Uhh... sorry, but energy races don't seem to be playable... in order to rush this mod out the door for you, Fyron had to take them out because they don't have any actual components yet... http://forum.shrapnelgames.com/images/smilies/frown.gif

Actually they are in there, but the trait is just quite unselectable (100,000 cost). Same with Machine Races. Hopefully I can find the time and motivation to undertake this colossal task soon here... http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron
October 13th, 2004, 10:44 PM
brianeyci said:
Great. I'm downloading the Adamant new Version now, and will make an energy race -- I really want something different from the stock, and physical race would be too similar to the stock for me.

Perhaps Magical Race is what you need then. http://forum.shrapnelgames.com/images/smilies/wink.gif

Ed Kolis
October 13th, 2004, 10:45 PM
Magical pirates! http://forum.shrapnelgames.com/images/smilies/laugh.gif

brianeyci
October 13th, 2004, 10:50 PM
Hrm, okay you know what. Se5a, now that Fyron rushed the mod out for us to play, let's forgo the two player comp-stomp and make the game a six player beta test for Fyron.

The game name will be "Galactic Invasion". The point of the game will be to comp-stomp the space monster races, which will be # of players/2. And as well, to participate in political intrigue, bickering, and so on... an RPG game =D.

Brian

brianeyci
October 13th, 2004, 11:07 PM
Game name is "The Galactic Invasion" as there is already another game called "Galactic Invasion".

Take a look at the game forum to have a feel for what you are getting yourself into.

Brian

Fyron
October 13th, 2004, 11:09 PM
You might need to edit the game options and make the game forum readable to the public (if you have not already done so).

brianeyci
October 13th, 2004, 11:39 PM
Game forum readable to public now. Take a look Fyron, maybe you'll want to join =D.

Brian

se5a
October 14th, 2004, 02:26 AM
ok ill kill the 1vs1

Ragnarok-X
October 14th, 2004, 02:01 PM
applied

Ragnarok-X
October 14th, 2004, 02:04 PM
Hey sorry for bothering, but couldnt we just skip all the "post-in-the-Boards" thingy ? Why dont we just do a losely based RPG adamant game, without restrictions and galactic council thingy ? I guess the game will not even get enough players if you dont edit the "hard" rules.

btw. How many starting planets ? I suggest 1.

brianeyci
October 14th, 2004, 02:27 PM
hrm you must have applied to the wrong game. It's "The Galactic Invasion" not "Galactic Invasion".

Loosely based RPG element... doh lol. Oh well I guess you're right.

Brian

Enigma
October 14th, 2004, 03:43 PM
I am going to give this a try, always wanted to play the Adamant Mod.

Fyron
October 14th, 2004, 04:00 PM
Enigma said:
I am going to give this a try, always wanted to play the Adamant Mod.

You can play it in single player mode, which might be a good idea to get a basic feel for the mod. http://forum.shrapnelgames.com/images/smilies/happy.gif

Enigma
October 14th, 2004, 04:04 PM
Yes I will do a single player game to get a feel for it! Thanks, I am downloading the newest mod now.

Ragnarok-X
October 14th, 2004, 05:28 PM
Hey, you can still join in the pbw game http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif

Enigma
October 14th, 2004, 05:44 PM
Ok I am sure this something simple. I the game crashes when I try to start a new game of the Adamant 0.15 mod. I am sure I have the image mod installed. This was with both the race I created and when I tried a quick start. Any ideas?

Enigma
October 14th, 2004, 05:48 PM
OK very poor posting. It crashes the game at 42% while creating the universe. Again did it three times with both my race and just doing a quick start.

Fyron
October 14th, 2004, 06:37 PM
Oi. Forgot to update "Ringworld" to "LargeRingworld" in SectType.txt... sorry about that. I am uploading a revised Version now, and it should be there in about half an hour...

Fyron
October 14th, 2004, 07:00 PM
Ok it is available now. You can just download Adamant 0.15.00 Data and apply it as a patch to your current Adamant installation.

brianeyci
October 15th, 2004, 03:01 AM
Ok. How many do we want, do we want to wait for more or start with 4 (I will join in)? AI's/no AI's? Settings Okay?

Brian

Atrocities
October 15th, 2004, 04:44 AM
__________________________________________________ __________________________________________

__ ___ __ __ __ __ __ __ ______ __ __ __ ___
/|| ||\\ ||\ |\ /| ||\ |\ || |__ __| |\ /| //\\ ||\\
//|| || \\ ||\\ ||\ /|| ||\\ ||\ || || ||\ /|| // \\ || \\
---//-||--||--|]--||-\\----||\\//||--||-\\----||\\-||----||------||\\//||--[|----|]--||--|]-
//==|| || // ||==\\ || \/ || ||==\\ || \\|| || || \/ || \\ // || //
// || ||// || \\ || || || \\ || \|| || || || \\// ||//
ŻŻ ŻŻ ŻŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻŻ
__________________________________________________ __________________________________________

Sorry, this didn't come out the way it was suppose to.

Fyron
October 15th, 2004, 05:00 AM
Thus the magic of code tags (quote this post to see...):
<font class="small">Code:</font><hr /><pre>
__________________________________________________ __________________________________________

__ ___ __ __ __ __ __ __ ______ __ __ __ ___
/|| ||\\ ||\ |\ /| ||\ |\ || |__ __| |\ /| //\\ ||\\
//|| || \\ ||\\ ||\ /|| ||\\ ||\ || || ||\ /|| // \\ || \\
---//-||--||--|]--||-\\----||\\//||--||-\\----||\\-||----||------||\\//||--[|----|]--||--|]-
//==|| || // ||==\\ || \/ || ||==\\ || \\|| || || \/ || \\ // || //
// || ||// || \\ || || || \\ || \|| || || || \\// ||//
ŻŻ ŻŻ ŻŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻ ŻŻŻ
__________________________________________________ __________________________________________

</pre><hr />Now, why you would want to post this is beyond me... It will probably break page formatting on lower resolution screens....

Ed Kolis
October 15th, 2004, 11:26 AM
But it looks u8412 1337.... now all we need is an ascii-art Version of the adamant intro screen http://forum.shrapnelgames.com/images/smilies/wink.gif
(actually there ARE programs that generate ascii-art out of bitmaps, want to try it out? might be good if you're playing a machine race! http://forum.shrapnelgames.com/images/smilies/laugh.gif)

se5a
October 15th, 2004, 11:39 AM
keep it open a little longer

se5a
October 15th, 2004, 12:58 PM
You will need to get a pbw admin to change the Version to.

Ragnarok-X
October 15th, 2004, 01:39 PM
I agree, i suggest we wait until 6-7 players (serious players who wont miss one turn after another) are in.

Enigma
October 15th, 2004, 01:56 PM
OK uploaded my empire. I know this is boring but I am a straight "Physical" race with no religion or crysal tech etc. Just your basic blue collar race with a couple of advanced traits. I figured somebody had to do it.

Enigma
October 15th, 2004, 02:24 PM
Probably wrong thread for this. But in my solo game I designed a research outpost and when I added a bridge component it told me I needed one. When I took it off the warning disappeared.

Fyron
October 15th, 2004, 02:43 PM
Enigma said:
Probably wrong thread for this. But in my solo game I designed a research outpost and when I added a bridge component it told me I needed one. When I took it off the warning disappeared.

If you don't want to post such things in this thread, there is always the Adamant Mod Discussion Thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=109990&amp;page=0&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1).

The Research Lab component contains a ship bridge, LS and CQ. It satisfies all C&amp;C requirements for the Research Outpost.

Adamant 0.15.00 is now available on PBW, and your game is now using it. http://forum.shrapnelgames.com/images/smilies/wink.gif

Enigma
October 15th, 2004, 03:30 PM
OK so I need to redesign the Research Compound

Aiken
October 15th, 2004, 04:46 PM
I'd like to join too. Gonna test either nomads or pirates.

douglas
October 15th, 2004, 05:05 PM
I'm in. I'll play a magical race, but the rest has yet to be decided.

brianeyci
October 16th, 2004, 03:46 AM
Imperator Fyron said:Adamant 0.15.00 is now available on PBW, and your game is now using it. http://forum.shrapnelgames.com/images/smilies/wink.gif



Thanks Fyron.

About the RPG elements... I do not think that posting at least one message on the game forum every ten turns is too great a burden. However even one message every ten turns is IMO very little. When we start fighting space monsters, and we are not in contact with each other in the game, using the "plantir" will allow all of us to co-ordinate attacks and share enemy designs.

If you don't want to RP a lot, take the "xenophobe" culture. However, even with the xenophobe culture, you should have to post once every ten turns to vote for a new galactic leader, a vote that you cannot abstain from without being cast out of the galactic council.

I know it will be a big experiment. I hope it goes well. Now to wait for the game to fill up...

Brian

Aiken
October 16th, 2004, 06:05 AM
Thanks. Empire will be ready by Sunday.

se5a
October 16th, 2004, 06:49 PM
aiken said:
I'd like to join too. Gonna test either nomads or pirates.



ah thats good, fyron will be pleased http://forum.shrapnelgames.com/images/smilies/wink.gif

I'll do mine sometime today.

se5a
October 16th, 2004, 11:45 PM
There its up. I am using taera, I hope douglas's shardeen hive wasent intending to use taera...
well to bad, I got it first! http://forum.shrapnelgames.com/images/smilies/wink.gif

my race is a reclusive and somwhat xenofobic.
focuses on seeker and fighter combat.

brianeyci
October 17th, 2004, 07:49 PM
Since the game is taking its time to fill up, I guess I'll set a hard deadline for empire submission and joining.

Joining Deadline : Thursday, October 21, 9:00 PM EST
Empire Submission : Friday, October 22, 11:59 PM EST

Brian

CovertJaguar
October 18th, 2004, 02:54 AM
I'll play. I've been playing Solo Adamant for a while now, reporting bugs to Fyron. I think its time for something more adventurous. I'll be playing an organic race using the Pequeninos shipset. I should have it sometime tomorrow.

Aiken
October 18th, 2004, 03:21 AM
It seems this game gonna be another one organic race battleground. I will be playing as an organic nomad, 8472 shipset. I'm trying to write some race story, without significant success though. Guess, I just need more coffee. http://forum.shrapnelgames.com/images/smilies/yawn.gif

Ragnarok-X
October 18th, 2004, 04:18 AM
I created an organic race as well http://forum.shrapnelgames.com/images/smilies/frown.gif quite boring if almost everyone takes organic..

Aiken
October 18th, 2004, 09:26 AM
The reason I chose organic race is seekers. I want to look at them closer. Other time I'm necro mage http://forum.shrapnelgames.com/images/smilies/evil.gif
Well, all organic game means that we will be able to exchange tech easily.

CovertJaguar
October 18th, 2004, 09:55 PM
I think this count is right, feel free to correct me:
4 Organics
1 Physical
2 Magical

The reason I chose organic was because of the inherent regen trait and the fact that they seem the most different from a stock physical race. The magic race could do with some new component pics and their are few shipsets that have a magic feel. It would be nice if we could use the other two paradigms, an energy race sounds like fun.

Fyron
October 18th, 2004, 10:27 PM
The magic race could do with some new component pics...

Indeed. Have any to donate? http://forum.shrapnelgames.com/images/smilies/wink.gif

CovertJaguar
October 18th, 2004, 10:58 PM
lol, unfortunately no, but I have been keeping my eyes open for good magic shipsets, but I haven't found any really good ones yet. I will say that the magic facility pics are pretty good though.

Aiken
October 19th, 2004, 12:41 AM
Manai shipset is quite magical. And Pyron set has a ancient look.

Captain Kwok
October 19th, 2004, 01:32 AM
I always thought the Manai were more organic. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Fyron
October 19th, 2004, 01:44 AM
Captain Kwok said:
I always thought the Manai were more organic. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Well you were dead wrong.

Captain Kwok
October 19th, 2004, 01:59 AM
Well, in my Adamant solo game, I played the Manai as an organic race - even named all my ships after things in the ocean. Except for crabs - cause those are on you!!! http://forum.shrapnelgames.com/images/smilies/Sick.gif

Fyron
October 19th, 2004, 02:50 AM
They don't really look organic, especially with all of the runes and energy circles floating about them. Also, keep in mind that the Spelljammer D&amp;D setting, off of which the Magic races are in small part based, there are plenty of examples of organicy-looking ships. Most notably, elven ships tend to look green and living... It all depends on the race's style...

Examples:
http://spelljammer.org/art/pic.cgi?Elven_Warbird.jpg
http://spelljammer.org/art/pic.cgi?manowar.jpg

I wish someone would have taken my request to make shipsets based on stuff like those... as well as others on:

http://spelljammer.org/art/index.html

brianeyci
October 19th, 2004, 03:14 AM
Game is full. Gonna wait for deadline for peeps to make empire.

Also, anybody want to raise player count? I would be up for it, except that the map would be mighty small with more than seven players, and three space monster races (10 races). Anybody have any custom maps that are extremely large?

Brian

CovertJaguar
October 19th, 2004, 05:26 AM
Hey, Fyron I got to thinking if I could actually help you out with pics, so I dug out my 3D rendering software and gave it a try. What do you think, you want more? A magic bridge pic is attached. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Fyron
October 19th, 2004, 11:32 AM
We should probably move this to the Adamant Mod Discussion Thread (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=304585&amp;page=0&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1&amp;vc=1#Post304585) so as to stop cluttering up this game thread... http://forum.shrapnelgames.com/images/smilies/wink.gif

Ragnarok-X
October 19th, 2004, 02:28 PM
A small bump and two questions:

Since Fyron has released a new Version of adamant mod (.1) should we go with that Version instead ? Secondly, i would like if every planet only started with ONE homeworld. Just my preference though !

Fyron
October 19th, 2004, 02:29 PM
0.15.01 would be a very good idea, as Organic Nomads (ie: Aiken) get the shaft in 0.15.00, due to lack of Research Teams and Covert Ops Teams. http://forum.shrapnelgames.com/images/smilies/wink.gif

Aiken
October 19th, 2004, 02:53 PM
Ragnarok-X said:
A small bump and two questions:

Since Fyron has released a new Version of adamant mod (.1) should we go with that Version instead ? Secondly, i would like if every planet only started with ONE homeworld. Just my preference though !



I vote for 15.01 for sure http://forum.shrapnelgames.com/images/smilies/happy.gif

And did you mean 1 homeworld planet per race, instead of current 3 per race?
Well, I cast my vote for 3 planets to speed up game slightly, cause 1 planet start is too slow. Second reason is subjective completely: due to inability to colonise planets I need more resource storage from start. 1 planet is too little, 3 planets is ok.

But actually I'm ready to play even without any homeworld. I'm a nomad, mind you http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar
October 19th, 2004, 07:10 PM
1 planet or 3 planets doesn't really matter to me, but 1 planet does slow the game down.

brianeyci
October 20th, 2004, 09:47 AM
My preference is to go with 3 planets, and a VERY large custom map so that everybody has time to get about thirty-forty planets before meeting the space monsters!

Don't nomads get a homeworld?

15.01 it is then, can you upgrade the Version Fyron?

Brian

Fyron
October 20th, 2004, 02:51 PM
Actually, you will want Adamant 0.15.02 (http://www.spaceempires.net/home/modules.php?name=Downloads&amp;d_op=getit&amp;lid=426), as I apparently forgot to add transports that lacked maintenance reduction (above and beyond the standard -75) for Organic and Magic races for Nomads. They were able to get negative maintenance transports... I have asked the PBW admins to update the mod on PBW. http://forum.shrapnelgames.com/images/smilies/happy.gif

brianeyci
October 22nd, 2004, 02:42 AM
Thanks the game is updated.

Peeps, make sure you get the 15.02 patch before we start.

And, do as monkey says not as monkey does. I haven't uploaded my empire yet so everybody gets a couple more days lol.

Brian

brianeyci
October 28th, 2004, 01:43 AM
Oct 28, 2004 12:41:24 AM EDT (Posted by brianeyci): Let the game begin.

Make sure to download the ships sets and extract to the Adamant 15.00/Pictures/Races directory, and make sure to get the Adamant 15.02 patch. The link to the patch isn't up on Fyron's website yet, only on the Shrapnel Games forum thread. The thread's url is in the description of the game.

First thing you'll notice is that you have three starting planets. I chose three because I didn't want too slow of a start because of the space monsters, and ten planets seemed too much.

As well, you are able to view the scores of all other space monster races. The house rule for this game is that at least for the first 80 turns, any encounter with a human player should result in a Trade + Research alliance. Partnerships are your choice. That should be enough time to eliminate the monsters, and we'll see if we want to continue after that. Also, a house rule is no peace with monsters. I have heard of errors where the monsters offer partnership treaties. None of that please. You have to be either in a state of War, or none treaty with the monsters. They are invading the galaxy after all.

Roleplay is in game. If you need to contact other races, you can do it through the forum, because you maintain contact through your plantir.

Brian

brianeyci
October 30th, 2004, 02:47 PM
I haven't been playing a few of my turns recently in my games, I apologize to whoever was affected.

"Turn Processing Failed"... I added three AI's to the end manually, could that have affected the turn processing? It looks like we need a restart...

Brian

Fyron
October 30th, 2004, 03:10 PM
Try processing the turn manually.