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April 27th, 2004, 03:52 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Factions Mod
Quote:
you have to include your sig, for the link to show up.
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*blush*
Duh.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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April 27th, 2004, 06:35 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Factions Mod
So beta-1 is about ready to roll. The factions are all as described below, and all of the planned factions now exist.
Engineer Factions (renamed from builder) are required for access to planetary shipyards of level 2 or greater (regular and temporal), all space shipyards, and repair bays of level 2 or greater. so without being a member of the Engineer faction, you can only construct Planetary Shipyard I, Temporal Shipyard I, and Repair Bay I.
Religious and Crystaline resource improvement and generation facilities are not limited by faction.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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April 27th, 2004, 09:40 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Factions Mod
I wanna play! but I got no time.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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May 1st, 2004, 02:49 AM
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Sergeant
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Join Date: Feb 2002
Location: Canada
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Re: Factions Mod
Sign me up. I already have too many games on the go but this one is just too interesting to pass up. Just a thought on balancing the spaceborne though. They will have a massive advantage as it is. Why not allow the other factions to research up to level3 ship construction? While they will be denied mounts (the greatest advantage of larger hulls) they will not be absolutely impotent fodder for the big dogs. Just a thought.
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-Albert Einstein
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May 1st, 2004, 10:56 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Factions Mod
On the other hand, you may want to remove the Light Carriers (and the following hulls) from the other Factions, since this hull packs quite a lot of punch for its low research cost, and doesn't require any kind of Ship Construction research.
The Light Carrier is about as strong as the Light Cruiser, with slightly less free space, but more hitpoints (leaky armour anyone?) and basic transport abilities, so it would make a rather good hull until the endgame when Battleships and above become the norm.
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May 3rd, 2004, 07:54 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Factions Mod
i failed to mention it, but carriers are out for non-spaceborne factions.
as for SB being at an advantage, im not sure i agree. I am imagining that if there was no diplomacy and nothing but war, colonials would win out over any other faction. the simple ability to expand to other planets makes them a shoe-in for victory.
the game would be all about fleets of small transports ferrying loads of fighters between systems. maybe some drone wars.
WITH diplomacy and trade, who can say what will happen? should be interesting. And if it turns out to be too unballanced, we can always adjust it for the second game.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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May 3rd, 2004, 10:31 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Factions Mod
What about phased weapons ?
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