Log in

View Full Version : Inti,s SEV Game


Intimidator
November 29th, 2006, 03:27 PM
Let's start here

Ed Kolis
November 29th, 2006, 04:25 PM
OK... favorite settings...
Golden Eclipse Mod (wasn't that what we'd decided on? http://forum.shrapnelgames.com/images/smilies/tongue.gif)
Medium tech points and race points
All warp points connected
All home planets same size (if that isn't already mandatory in se5)
Warp points NOT anywhere in system (anywhere makes exploring too easy and confuses pathfinding)

Ragnarok-X
November 29th, 2006, 06:56 PM
dito, whatever. Just playing SEV online !
I would be fine with Balance mod or Golden Eclipse, just no stock SEV.
Medium tech / race points.
Warp points only at borders is mandatory.

geoschmo
November 29th, 2006, 07:05 PM
You guys want to run it on PBW? I can add some more mods now that I know what needs done.

Ed Kolis
November 29th, 2006, 09:41 PM
I'd like that... Intimidator?

Randallw
November 29th, 2006, 11:20 PM
I'll join. Tell me what mod to use and where to get it.

Phoenix-D
November 29th, 2006, 11:59 PM
I'm iiin. http://forum.shrapnelgames.com/images/smilies/happy.gif If you have a spot. Any settings are fine.

geoschmo
November 30th, 2006, 01:54 AM
I'm downloading the Golden Eclipse mod to PBW now, but man 100+ MB? Probably I don't need all the images, but I haven't done any testing in that area so for this case I'm going to put the full version on there. Will be tommrow before I have it setup though. Big file. http://forum.shrapnelgames.com/images/smilies/happy.gif

Romulus68
November 30th, 2006, 12:48 PM
Golden Eclipse download from my Filefront account *More Bandwith* (http://hosted.filefront.com/lacyj3aolcom)

Intimidator
November 30th, 2006, 06:47 PM
Okay guys, don't be afraid...... I'm still onto it.
But could't get acces to PBW today, will try it again tommorow.

For now :

1 good planet
Golden Eclipse mod
5000 racial points
Medium tech points
All warp points connected

Vezzra
November 30th, 2006, 07:23 PM
Is it still possible to join in? If yes: I'm considering if I should, but I've a question first: How fast do you want this game to go? One turn per day, per two days (etc)? I won't be able to do more than one turn in 48 hours, so if you want to go faster than that...

My two cents regarding setup:

1) Galaxy size depending on number of players: <10 medium, >=10 large

2) Galaxy type: I'd prefer spiral arm, but that's just me http://forum.shrapnelgames.com/images/smilies/wink.gif

3) Tech costs: personally I'd prefer high, but you seem prefer medium, I'm fine with that http://forum.shrapnelgames.com/images/smilies/happy.gif

Vezzra

arthurtuxedo
December 1st, 2006, 02:37 AM
I'm in. I'd prefer 48 hour turns and no tech trading. Other than that, anything is fine.

Ed Kolis
December 1st, 2006, 10:15 AM
Were you going to set up the game on PBW?

Ragnarok-X
December 1st, 2006, 10:30 AM
i agree with 48 hours / t and no tech trading.

Intimidator
December 1st, 2006, 01:26 PM
48 hours is also okay with me !!

And yes Ed, I wanna give PBW a try !!?? (everybody agreed, or are there still some problems with PBW !!??)

Intimidator
December 1st, 2006, 01:27 PM
Oh , and Vezra, please join .....

arthurtuxedo
December 1st, 2006, 08:30 PM
Let's try PBW. As long as the host (or someone) saves backups of the turns, the worst thing that could happen is that we have to revert to manual turns.

Ragnarok-X
December 2nd, 2006, 05:41 AM
Wow i realized i havent used PBW even once in the last year. It seems pbw.cc is not the right one anymore ?!

Intimidator
December 2nd, 2006, 06:00 AM
NOT USSING PBW for over an year............. go shame yourself http://forum.shrapnelgames.com/images/smilies/happy.gif


I created the game on PBW (SEV ecliptic universe), so please join and let me know what you think of the settings I planned sofar.(all is open for discussion)

Ragnarok-X
December 2nd, 2006, 07:46 AM
Honestly, what is pbw`s url ?!

Randallw
December 2nd, 2006, 08:34 AM
http://seiv.pbw.cc/graphic/index.jsp

Is the address I always use. I think I came across another one, just pbw.cc, a few days ago but it's no longer working. If I try to remember it I tend to put se4 mistakenly, perhaps you make the same mistake.

Randallw
December 2nd, 2006, 08:57 AM
Now that we are going to test PBW, how do we swap shipsets if we make our own?. At this stage I know there are practically no new shipsets but what about using our own flags or portraits?. My Terran AuCol will use the terran ships but I'd like to have my own flag or portrait.

...and something I just thought of. A player could customise his ships slightly by changing the skins, perhaps changing the hue or brightness. You know, if perhaps someone else wants to use the Terran ships.

Intimidator
December 2nd, 2006, 10:20 AM
Ragnarok-X said:
Honestly, what is pbw`s url ?!






http://forum.shrapnelgames.com/images/smilies/happy.gif sorry, thought you we're joking http://forum.shrapnelgames.com/images/smilies/happy.gif

geoschmo
December 2nd, 2006, 10:43 AM
Ragnarok-X said:
Wow i realized i havent used PBW even once in the last year. It seems pbw.cc is not the right one anymore ?!

pbw.cc should work or www.pbw.cc. (http://www.pbw.cc.) The DNS might have been having trouble resolving it for some reason when you tried it. It seems to work right now. seiv.pbw.cc works as well.

Ragnarok-X
December 2nd, 2006, 11:59 AM
thanks, now it indeed works !

geoschmo
December 2nd, 2006, 12:03 PM
I'm trying to figure out how to set it up so that sev.pbw.cc would get you to the server as well. I thought it was a simple matter of setting up virtual names in the apache config files. But that doesn't seem to work. It maybe is something I have to register with the DNS provider. I'm researching it.

Ed Kolis
December 2nd, 2006, 01:05 PM
So 5000 race points... how many tech points? Or is that the "tech level: low" setting?

edit: my shipset is the UkraTal, my flag is the one with the blue triangular spiral pointy side down, and my race portrait is the blue guy in the red robe.

edit 2: Emotionless is awful cheap considering you can take all the happiness penalties! Perhaps doing so should be considered cheating? (As is taking any of the morale penalties - morale does nothing! http://forum.shrapnelgames.com/images/smilies/wink.gif)

Intimidator
December 2nd, 2006, 03:26 PM
Indeed, you qare right Ed, We must inform each other about the pictures we choose, didn't think of that but is needed.

So to everybody, shoot !! first in is first choice...


For me :

Shipset: Abbidon
Race : XiChung (Ant like creatures)
Flag : Red flag with red something in the middle with some red spheres on it ??!!?? http://forum.shrapnelgames.com/images/smilies/happy.gif (But don't bother , my flag will be the one which you can see above most of the planets at the end of the game http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif )

Phoenix-D
December 2nd, 2006, 03:47 PM
I'm usin straight up Norak. http://forum.shrapnelgames.com/images/smilies/happy.gif
Logo: far left, fourth one down
Ship style: far left, third one down
Portrait: 2nd from last on right, third one down

Intimidator
December 2nd, 2006, 04:05 PM
Vezra, are you still wanna play......... if so please join on PBW (http://seiv.pbw.cc/graphic/index.jsp) and look for the game : SEV ecliptic Universe

Ragnarok-X
December 2nd, 2006, 04:38 PM
Hm i will take

Race Pick: bottom, #3 from right (Red Cobra from Front)
Ship: bottom, #1 (left to the insects)
Logo: Bottom #1

Vezzra
December 2nd, 2006, 08:48 PM
Ok, I've just joined http://forum.shrapnelgames.com/images/smilies/happy.gif

After some quick testing I discovered two bugs which should be corrected before we start (at least the first one):

1) Ship mounts: you can use massive mount on a frigate. In the general desription it's stated that this mount is for 1500kt and up, but in fact it's from 100kt up.

2) The component "Operations Center" (space based intelligence center) is in the tech area Applied Reasearch (instead of Intelligence).

Another potential problem I found is in DamagaTypes.txt: "Normal Matter" lists only one shield type (Molcular Shielding), the other two (energy and hybrid) list four (normal, molecular, energy and phased). I don't know if this will work as intended?

Vezzra

Phoenix-D
December 2nd, 2006, 08:58 PM
If a shield type isn't listed, a weapon does normal damage to it.

Intimidator
December 2nd, 2006, 10:24 PM
Vezzra , did you downloaded the latest fix for the eclipse mod, if not please check it out !!

Phoenix-D
December 2nd, 2006, 10:31 PM
Did PBW get that fix?

Randallw
December 2nd, 2006, 11:16 PM
After some trouble I managed to get v1.0 Beta. Is that up to date? probably not if it's just 1.0.

Vezzra
December 3rd, 2006, 05:57 AM
Intimidator said:
Vezzra , did you downloaded the latest fix for the eclipse mod, if not please check it out !!



Well, AFAIK there have been two fixes out until now, I applied both of them before my tests...

Vezzra

Ragnarok-X
December 3rd, 2006, 07:37 AM
Shouldnt Kevin give this thread a visit http://forum.shrapnelgames.com/images/smilies/tongue.gif

Vezzra
December 3rd, 2006, 09:44 AM
So now I've joined and uploaded my empire file.

I took:

Logo: 2nd row, first column
Shipset: 4th row, 1st column (Sithrak)
Race Pic: 3rd row, 1st column

Unfortunately a first problem arises in me being absent from Thursday to Sunday. That will hurt, because with 48 hour turns I will miss one or two of the very first turns http://forum.shrapnelgames.com/images/smilies/frown.gif

That is, unless you wait until Saturday to start the game (then I shall be able to du my turn in time) or put the game on ALPU. Which I would appreciate very much, but of course I'll understand if you do not want to wait any longer.

In this case I think I would have to withdraw, because the first turns are crucial (furthermore, IIRC the AI has not been done for this mod yet, so having the AI doing turns if someone misses the deadline will be devastating anyway).

Sorry for raising that right at the start... http://forum.shrapnelgames.com/images/smilies/frown.gif

Vezzra

Randallw
December 3rd, 2006, 10:38 AM
I am including the pictures for my race, along with links to show them. I made up my race but was unable to try it as the game got stuck making the galaxy when I tried to start a game. Don't know exactly the reason though I can start a normal game.

I am using the stock Terran ships

http://i72.photobucket.com/albums/i186/Randallw_2006/AuCol_flag_set.jpg
http://i72.photobucket.com/albums/i186/Randallw_2006/AuCol_flag_texture.jpg
http://i72.photobucket.com/albums/i186/Randallw_2006/AuCol_flag_texture_fleet.jpg
http://i72.photobucket.com/albums/i186/Randallw_2006/AuCol_flag_texture_ship.jpg
http://i72.photobucket.com/albums/i186/Randallw_2006/AuCol_race_portrait.jpg
http://i72.photobucket.com/albums/i186/Randallw_2006/AuCol_race_smallportraits.jpg

You could just copy these pictures into an empire folder called AuCol, but keep in mind they are jpgs not bmps. bmps are in the atatched folder though.

Intimidator
December 4th, 2006, 12:50 PM
To all : make sure you have the latest fix from Kevin (just posted on his thread)

I will start the game after the latest emp-file.....

Phoenix-D
December 4th, 2006, 01:35 PM
Make sure PBW has the fix! That's the important part; if PBW doesn't have it the turns will be run without it..

Intimidator
December 7th, 2006, 04:22 PM
Bump !!

Ragnarok-X
December 7th, 2006, 06:00 PM
Regarding your mail. I dont think ground combat will be off any importance until midgame, but since we are waiting some days for vezzra anyway... http://forum.shrapnelgames.com/images/smilies/wink.gif

I dont mind waiting, or starting once he is back.

Intimidator
December 7th, 2006, 06:38 PM
Was thinking the same...........
But let's wait for the rest ......

arthurtuxedo
December 9th, 2006, 12:38 AM
Why not just start the game and set it to ALPU? It just seems like we're waiting for the sake of waiting right now.

Intimidator
December 9th, 2006, 05:35 AM
Not true, we we're waiting for more information and opinions on that possible PBW/SEV-groundcombat bug.

But don't be afraid will start game, as planned, and put it on ALPU .....

Intimidator
December 9th, 2006, 09:11 AM
The Game has started, keep me informed if any problem occurs !!

found small mod related bug myself, but game is still playable : my homeplanets picture is an ringworld but after selecting my planet I got an picture of an non-ring rockworld.........will mail it ot K. also..........

Randallw
December 9th, 2006, 09:43 AM
That's funny because it didn't register at the time but as soon as I read you say it I thought "hang on. My homeworld had rings around it". I just checked, yep the planet portrait is a large rock world (mostly ocean with a few islands actually) but on the map it looks like Saturn.

Ragnarok-X
December 9th, 2006, 10:36 AM
Hm. Whenever i try to load the .gam file i get an error "cant load savegame".

Im using 1.13, anything wrong with that ?

arthurtuxedo
December 9th, 2006, 12:51 PM
I believe the game is 1.17.

Kevin Arisa
December 9th, 2006, 03:20 PM
Yeah, those darn ringed planets. Still havent got those working properly. Sorry. Please post any bugs you find in the main Golden Eclipse thread. That way I can keep track of everything that I need to fix. Thanks!

Intimidator
December 9th, 2006, 08:27 PM
Ragnarok-X said:
Hm. Whenever i try to load the .gam file i get an error "cant load savegame".

Im using 1.13, anything wrong with that ?





Wrong patch, we are ussing 1.17

see ya,

Inti,

Ragnarok-X
December 10th, 2006, 11:05 AM
Okay i probably dont quite understand this mod or SEV, my first "real" game.

- What good are all the cultural achievements ?
- About engines / powercore ratios. I have figured i need about 3-4 reactors for 7-8 engines. My colonyship moves with speed 7, has 7 engines i believe. That means 7 * 30 * 7 = 1470 supplies used. With 3 or 4 reactors i will generate 900 - 1200 supplies per turn. Is that right ?
- In the ship summary screen, the "supplies" box is always showing 0, even though i have reactors and supply storages. bug ?
- Any way to see the ships current movement speed while in the design process ?

ty

Phoenix-D
December 10th, 2006, 01:02 PM
In order:
-Not sure in this mod. In stock they give bonuses to research, production, etc.
-Matter of opinion.
-Bug, probably
-Click the upper left panel, where the name is, and it'll switch to a second set of information.

Kevin Arisa
December 10th, 2006, 02:48 PM
Remember, Power Cores not only generate supplies, they store them. In fact, they store far more then they generate. As a general rule, ships you create in the beginning should not need more than one power core.

If Cultural Achievements are working as planned, they should give a variety of empire-wide bonuses. Research, resource collection, weapon damage, etc.

Ragnarok-X
December 10th, 2006, 03:28 PM
Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.

Phoenix-D
December 10th, 2006, 07:51 PM
Ah, we're off to a great start. First turn processing went SPLAT.

Kevin Arisa
December 11th, 2006, 12:03 AM
Ragnarok-X said:
Kevin:

If one core holds 3000 supplies, and my col ships moves at speed 7 with 6 engines taking 30 supplies each:

7 * 6 * 30 = 1260 supplies per turn. - 300 which are generated by one core = 960 supplies per turn. 3000 / 960 = 3 turns.

Means the ship will be depleted within 3 turns.



Your species has just discovered interstellar travel. Barely. In earlier stages it will be a major tradeoff between speed and distance. With a fission core and ramjet engines, it's not advisable to venture far from a resupply depot. If all else fails, the ship can idle a few turns to build up fuel before moving on. Leveling up basic ramjets does not improve their speed, but it does reduce fuel consumption. Stick close to home and strive to achieve Nuclear Fusion. Think of the fission era as a warmup for the real thing.

Randallw
December 11th, 2006, 12:10 AM
I haven't managed to test the mod in a game as the whole thing froze if I tried to generate my own game, but based on the standard set up, and yes I know it might be quite different, I stuck on what appeared to be the maximum number of engines and a reactor. So what are you saying, is this ship going to flounder?

Intimidator
December 11th, 2006, 04:12 PM
Indeed the first turn went splat, but processed manually already......

And to all the players , NONE of us was able to test the mod good...... because the AI isn't working yet, it will be the first time for all of us http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X
December 11th, 2006, 04:39 PM
Well im using 2:1 engine/core ratios for now. Maybe later, if engines need less supply and/or core store/generate more i will change that.

Ed Kolis
December 11th, 2006, 06:29 PM
2:1 ratios? http://forum.shrapnelgames.com/images/smilies/eek.gif Well crap, good thing that initial colony ship I designed was intended for a planet about 10 sectors away! http://forum.shrapnelgames.com/images/smilies/tongue.gif

Randallw
December 11th, 2006, 10:29 PM
The latest turn failed. My argument is someone had to show PBW can't handle custom stuff http://forum.shrapnelgames.com/images/smilies/happy.gif if that is indeed the problem.

arthurtuxedo
December 11th, 2006, 11:36 PM
Noticed a couple balance issues. It seems that Light Carriers make all other ship types redundant. Only 10% of space needs to be fighter bays, so that's 720 kT of usable space vs. 300 on a frigate and 500 on a colony ship or freighter.

Also, this seems like it will be much slower-going mod than stock. High cost to research stuff + low amount of research per turn + high cost of building colony ships = lots of turns. This might be intentional, but the gain in realism isn't worth the slow pace, IMO.

Randallw
December 11th, 2006, 11:57 PM
I have some experience with eclicpse in Se4 so I remembered the slower tech progression, but still it is a bit of a surprise that you have 130K research in first turn and then only 3K on second. I know you get extra on the first turn for vanilla but that is only times 4.

Ed Kolis
December 12th, 2006, 12:08 AM
Keep in mind you don't start with a full homeworld, and the game now has Capitals ala Galciv... so if you want, you can build a research capital in your home system and fill up your homeworld with research centers... http://forum.shrapnelgames.com/images/smilies/wink.gif
Another balance issue... Metropolises seem overpowered compared to the regular facilities - they do TOO MUCH of everything for their low cost and small size! (20% the research/intel of a research facility, 33% the mining/farming/refining of the appropriate facilities, plus storage, all packed into a facility half the size and 40% the cost of a standard facility! http://forum.shrapnelgames.com/images/smilies/eek.gif) Do they simply not advance as well with research? I haven't poked around in the data files so I don't know...

Kevin Arisa
December 12th, 2006, 09:25 AM
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.

geoschmo
December 12th, 2006, 01:19 PM
I'm trying to resolve why the server can't seem to process the turns. I doubt you have ground combat on turn 1. http://forum.shrapnelgames.com/images/smilies/happy.gif

Were there any last minute updates to the mod before the game started? I haven't followed every word of this thread. I've got you using the data files for Golden Eclipse Mod v1.0 Beta. That's correct is it not?

Geoschmo

Intimidator
December 12th, 2006, 02:57 PM
We also used an fix from Kevin, you can find the link in the Eclipse mod thread.

geoschmo
December 12th, 2006, 03:20 PM
I can't seem to access Kevins site at the moment. Did he patch the mod and not change the version?

Geoschmo

Intimidator
December 12th, 2006, 03:52 PM
Really don't know.

He is just providing these fixes, without any version number, so I really don't know which fix belongs to which version and in which order http://forum.shrapnelgames.com/images/smilies/frown.gif

Ed Kolis
December 12th, 2006, 04:28 PM
Kevin Arisa said:
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.



Yes, it is an excellent choice if you need a little of everything - but shouldn't the player be penalized for attempting to hedge his bets on future resource needs with a metropolis vs. dedicated facilities, not rewarded? Especially given that metropolises are much cheaper to research than researching all the other techs combined! http://forum.shrapnelgames.com/images/smilies/eek.gif

Romulus68
December 12th, 2006, 04:31 PM
geoschmo said:
I can't seem to access Kevins site at the moment. Did he patch the mod and not change the version?

Geoschmo



I'm hosting the files as well: http://hosted.filefront.com/lacyj3aolcom

geoschmo
December 12th, 2006, 05:01 PM
Romulus68 said:
I'm hosting the files as well: http://hosted.filefront.com/lacyj3aolcom


Cool, I'll get them there this evening if Kevins site is still down.

I'm not sure if the problem is the mod or not but I'm going to give that a try. If the mod fix doesn't correct the processing problem you guys will proably need to continue running the turns offline till the next SE5 patch.

Geoschmo

Vezzra
December 12th, 2006, 05:50 PM
geoschmo said:
I'm not sure if the problem is the mod or not but I'm going to give that a try. If the mod fix doesn't correct the processing problem you guys will proably need to continue running the turns offline till the next SE5 patch.



One of our players, Randallw, uses custom race pics (flag & portrait), which he put in a custom empire folder "AuCol". When I loaded the first turn I forgot to install this folder with the pics in my empire folder, and the game refused to load the turn giving several error messages that it cannot find the pic files.

Furthermore, there is the following entry in the V1.19 changelog:


5. Fixed - If you load a game with an empire using an empire style that's not present, the game will substitute a different one that is present.




So I strongly suspect this to be the reason for the turns to fail.

Randallw has posted the pics on page 3 of this thread. The bmp's are in the attachment. You could give it a try... http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Vezzra

Intimidator
December 12th, 2006, 06:07 PM
Okay, will do so....

BTW, one of us uses his own flag pictures (etc) in this game, is it possible that this is the problem ??

Inti,

Kevin Arisa
December 12th, 2006, 10:13 PM
The fixes were applied to the main download also. I didn't number them because they arent an actual patch. Just wanted to kill a few glitches before you started the game. The first real patch is in the works. Sorry about any confusion. Keep the bugs\balance reports coming! http://forum.shrapnelgames.com/images/smilies/smile.gif

geoschmo
December 13th, 2006, 12:02 AM
Ok, the problem with your game appears to be that that we didn't have Randalls Race folder on the PBW server. I've put it on there so it should process future turns fine, at least until someone tries a ground invasion.

This problem and the ground combat problem are both apparently fixed in the next patch.

Geoschmo

Romulus68
December 13th, 2006, 01:51 PM
Kevin Arisa said:
The fixes were applied to the main download also. I didn't number them because they arent an actual patch. Just wanted to kill a few glitches before you started the game. The first real patch is in the works. Sorry about any confusion. Keep the bugs\balance reports coming! http://forum.shrapnelgames.com/images/smilies/smile.gif



If you change the main download (135meg) you need to change the version numbers so we can keep track of what version to run.

Vezzra
December 13th, 2006, 07:19 PM
Ok, one player left to upload his turn. Soon we will know if our problems have been solved... http://forum.shrapnelgames.com/images/smilies/cool.gif

Vezzra

Kevin Arisa
December 14th, 2006, 02:31 AM
That was the last minor fix. From now on it's patches.

Intimidator
December 17th, 2006, 03:33 PM
Game is processing perfect for 4 turns at a row now, so I dare to say, it's up and running now (I Hope):)

Intimidator
December 18th, 2006, 06:34 PM
Hi,

Patch 1.20 is out, can anybody help me on how this affects an already running Ecclipse mod game with (1.17) on PBW.
And how do I have to upgrade that game , and is PBW automaticcly following the SEV patches ??!!

Phoenix-D
December 18th, 2006, 07:44 PM
The mod needs a one-line addition to settings.txt:

Default Empire Option Sort Mounts By Name := TRUE

With that it'll run fine under 1.20.

arthurtuxedo
December 19th, 2006, 04:04 PM
So are we upgrading to v 1.20 then? If so, you have to be really clear about it, because if not everyone upgrades, it could cause a problem.

Intimidator
December 19th, 2006, 06:08 PM
Just mailed everybody to inform them about the upgrade.......

arthurtuxedo
December 30th, 2006, 07:18 PM
Just moved and I won't have internet access for a few more days, so if you could leave it on ALPU, I'd appreciate it.

arthurtuxedo
January 2nd, 2007, 07:48 PM
Should have net access in the next couple of days. Thanks for waiting.

arthurtuxedo
January 4th, 2007, 10:06 PM
Well, I'm not really sure when I'll have access, and I don't want to keep you guys waiting, so I'll just bow out and let the game continue. The empire password is 'gold' in case the PBW site didn't record it, so anyone can feel free to take over.

Intimidator
January 7th, 2007, 06:41 PM
Okay, will handlle it tommorow. (Can't reach PBW right now)