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April 12th, 2004, 02:07 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Star Trek, Quadrants of Conflict
Intimidator, please check your email.
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April 12th, 2004, 02:14 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Star Trek, Quadrants of Conflict
Quote:
Are we all going to have to join the game in a specific order to be able to get the starting positions correct?
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Yes. The game host can assign all players to the empire slots on PBW in order instead, as long as he has the exact player account names of all players.
[ April 12, 2004, 01:15: Message edited by: Imperator Fyron ]
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April 12th, 2004, 03:26 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Posts: 1,254
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Re: Star Trek, Quadrants of Conflict
I'm getting a bit confused here...with all these settings, are they going to be turned off in the game setup so we don;t have to worry about "accidentally" using/doing/researching one?
I mean, that's a lot of intel limitations, but unless it's turned off in the game setup, I can *totally* see myself not rememreing them. I'm in a number of games, and, well, I don't have a superb memory...
Also, I'd like to question the utility of setting artifical limitations on what empires can do with intel. I myself don;t use it much if at all, but, well, it;s hard to think of a good reason why the klingsons are liited to counter-intel 2 while other s can go higher...after all, you can;t force people to role-play and, well, there should be some sense of "what if," no?
just my $.02
thanks,
Alarik
(and I remain a belevier in having someone make a quickie map up so we don;t all have the "ancient race" trait...it's really easy to make a map with the game, then save it, and then very slightly modify it to change system names and place players and delete a few warp points to get the borg and 8472 to fight, etc...)
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April 12th, 2004, 04:09 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Star Trek, Quadrants of Conflict
If I had $.02, I'd spend it. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 12th, 2004, 08:19 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: Star Trek, Quadrants of Conflict
http://www.amazon.com/exec/obidos/tg...35113?v=glance
You had better hurry while supplies Last. I have one and they are quite cool.
I have the following
Enterprise (TOS)
Enterprise A
Enterprise D
BOP
D7 (TOS)
Romulan Warbird (TOS)
Very very cool.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 12th, 2004, 08:29 AM
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Corporal
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Join Date: Feb 2004
Location: Canada
Posts: 170
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Re: Star Trek, Quadrants of Conflict
Quote:
Originally posted by alarikf:
I'm getting a bit confused here...with all these settings, are they going to be turned off in the game setup so we don;t have to worry about "accidentally" using/doing/researching one?
I mean, that's a lot of intel limitations, but unless it's turned off in the game setup, I can *totally* see myself not rememreing them. I'm in a number of games, and, well, I don't have a superb memory...
Also, I'd like to question the utility of setting artifical limitations on what empires can do with intel. I myself don;t use it much if at all, but, well, it;s hard to think of a good reason why the klingsons are liited to counter-intel 2 while other s can go higher...after all, you can;t force people to role-play and, well, there should be some sense of "what if," no?
just my $.02
thanks,
Alarik
(and I remain a belevier in having someone make a quickie map up so we don;t all have the "ancient race" trait...it's really easy to make a map with the game, then save it, and then very slightly modify it to change system names and place players and delete a few warp points to get the borg and 8472 to fight, etc...)
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Well I think that was the game that Intimidator wanted when he called for players, was a as realistic as posible trek universe, one which Klingons were not known for thier sabatoge/espionage prowess Same goes for the map. As far the intel goes I was just going on my opinions re trek, taking into account intel operations vs Klingons which we knew to be successful also minding that certain races nothing materialized, ie Tholians, Breen, Dominion etc. Its not totally balanced but in a way it is As far as the rules go all you ahve to remember is Counter Intel lvls 1 and 2 and your set 
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April 12th, 2004, 10:05 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Star Trek, Quadrants of Conflict
Okay I'm back Online again. It's a pitty that I life 7 hours later than the most of you, so comms. are a bit slow. But I have done my reading again, so here are my comments:
Alarikf: I understand your problems with Intel, but as BlackRose said it is his view on Star Trek Intel (which I share). If you think that you (the Klingons) should have another Intel-ops. Let me know. And the only thing you have to do to remember is stick a note on your monitor with 'Klingon: counter Intel 1-2 only'
BlackRose: I want everybody to be free in Trade and Trade & Research Treaties, but are hoping that all of us keep remembering their Trek-Role (example: Dominion will not trade a lot,they are too arrogant to want other people's rescources and Klingons aren't famous about their research capabilites so an trade & research treaty will not be common etc etc....)
Renegade 13: As soon as everybody signed up I can change the starting points in the map according to pbw-player-setup or something like that. If there is another way please let me know !!
Tnarg: I read your mail, will you contact asap!
Intimidator,
BUT I STILL WANT PLAYERS. FERENGI, Nausicaan, Gorn, Hirogen, Vaadwaur.... or even you want Trill, Betazoid, Mintaken or even the f**king Bandi it's all up to you.....................
[ April 12, 2004, 11:42: Message edited by: Intimidator ]
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