Welcome to Federation War 2

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BitMask
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Welcome to Federation War 2

Post#1 » Tue Aug 07, 2012 4:21 am

Image

The Federation, The Gorn, The Romulans and Klingon Empire are at war.
Which side will you choose? Or will you be an independent privateer?

Description
Federation War 2 is a PHost game with 4 Teams of 2. Each team choose the race combo they play (Fed/Liz/Bird/Klingon) but any combo may only be used once. These teams are the primary combatants each with a wormhole connecting the team homeworlds (Team Homeworlds are not next to each other). The remaining 2 races (Privateers & Crystals) remain independent and are not allowed to join any alliance and will have everyone as the enemy. The independents may however be contracted out for specific services with payment. (If you trust them enough :twisted: )
This is PHost game with THost like settings. http://phost.de/phost4doc/

Setup
Mods: Teleport, PWrap, Allies, Give between Allies only, Wormholes.
Map: Custom wrap
Shiplist: TList with UnNatural Engines. Engine Shield Bonus is ON.
Homeworlds: Custom, Extra Rich, Random rich planets, Very high population, very high money, Starbase with 2 ships

Winning Condition
Game runs 3x a week til turn 30, then 2x a week & when all in. Game is set 100 turns.
If an one of the Pirates or the Crystals own more than 50% of the ships they will be the winner else the team with the most Tons sunk will be declared the winner. Planets also count towards tonnage sunk.

Teams
Each team will have the option of choosing any combo of two races out of Feds, Lizards, Birdmen or Klingon.
If any combo is selected, that combo is not available to another team, but you can still pick those races in combination with another race.
The team picking the first combo has the advantage of choosing what they want.
The later teams have the advantage of knowing which combos the other teams picked before them.

Example:
Team 1 pick Feds and Birdmen
Team 2 cannot pick the same combo, but they can still pick the Feds and Lizards.
Team 3 can still pick the same races, but not in the Feds-Bird or Feds-Lizard combos.
Etc.

Team Homeworlds are not always located next to each other. A stable large 2-way wormhole is provided to connect each team.
You scan for a wormhole using sensor sweep mission (+-100LY range)
Wormhole Fuel usage = Fuel consumption for your engine at Warp 1 traveling (Wormhole length / 200). This is very cheap :shock:
Wormholes can accommodate ships up to 1000Kt very with little risk. (That is all the ships in this game)
You can only Give ships or planets between allies. If you need to pay an independent by ship/planet they will have to steel it or fight for it, but gsX and gpX will only work between allies.
There are 4 Teams in this game:
  • Team A are race slot 1 & 2
    Team B are race slot 3 & 4
    Team C are race slot 6 & 8
There are 2 Independant races in this game:
  • The Privateers
    The Crystal Confederation
(Even though your client might display something different, the Special mission will be either Super Refit, Hiss, Super Spy or Pillage depending on your race option)
The independent races have their normal ships and abilities.

A team or one of the independents will be declared the winner.

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BitMask
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Re: Welcome to Federation War 2

Post#2 » Tue Aug 07, 2012 4:23 am

Details on the UnNatural Engines - Comparing them to the Original engines.

Code: Select all

No. Engine Name            MC  Tri  Dur  Mol Tech
 1  Stardrive 3            30    5    5    3    1
 2  Stardrive 5            70    5    5    5    2
 3  Stardrive 7           120    5    5   10    3
 4  Highspeed 8           160   10    5   15    4
 5  Advanced 8            200   15    7   20    5
 6  Eco Drive 8           230   18    6   25    6
 7  Highspeed 9           280   20    5   40    7
 8  Advanced 9            320   24    7   45    9
 9  Eco Drive 9           360   30    6   55   10
Overview
Image

Warp 5
Image

Warp 7
Image

Warp 8
Image

Warp 9
Image

The Eco drives are always lower in consumption than the Advance.
The Advance is similar to the original TList engines.
Highspeed are the least economical and also cost less.

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BitMask
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Current Teams

Post#3 » Tue Aug 07, 2012 4:30 am

The teams currently are:

Feds Team
War Lord & Lord Vinny

Lizard Team
akshamu & JonnyDoH

Bird Team
Don Quijote players team 1

Klingon Team
Don Quijote players team 2


We need to fill the team slots first before players for the Privateers and Crystals will be accepted.

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BitMask
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Re: Welcome to Federation War 2

Post#4 » Mon Aug 20, 2012 1:58 pm

So we have filled all the teams.

If you would like to play the Crystals or Privateers please let me know.
Drakken indicated that he would play one of them. I am waiting for him to indicate which one.

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FireAge
Posts: 424

Re: Welcome to Federation War 2

Post#5 » Sat Sep 01, 2012 7:57 am

I may be interested in playing the crystal, but I would like to have a look at the config first.
Lot's of relevant settings in Phost when playing the crystal :)

Also, when you say TList, I assume it's the 1.1 version?

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BitMask
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Re: Welcome to Federation War 2

Post#6 » Sun Sep 02, 2012 11:34 am

FireAge wrote:I may be interested in playing the crystal, but I would like to have a look at the config first.
Lot's of relevant settings in Phost when playing the crystal :)

Also, when you say TList, I assume it's the 1.1 version?
For the Crystals it is all default values.
Always TList1.1 (Is there any other version published?)

Code: Select all


% PHOST

#
#   Overall Options
#

  GameName                        = Federation War 2
  DisablePasswords                = No
  AllowRegisteredFunctions        = Yes
  AllowShipNames                  = Yes
  ScoringMethod                   = Compatible
  TonsScoreCountsPlanets          = Yes
  PlayerRace                      = 1,2,3,4,5,1,7,3,9,9,9
# PlayerSpecialMission            = same as PlayerRace
  MapTruehullByPlayerRace         = No
  NumShips                        = 500

  AllowWraparoundMap              = Yes
  WraparoundRectangle             = 1150, 1150, 2850, 2850

  AllowPlayerMessages             = Yes
  AllowAnonymousMessages          = Yes

### Meta-options
  AllowIncompatibleConfiguration  = Yes
  ConfigLevel                     = 0

### Command Processor

  CPEnableGive                    = Allies 
  CPEnableAllies                  = Yes
  CPEnableEnemies                 = Yes
  DelayAllianceCommands           = No
  CPEnableRaceName                = No
  CPEnableSend                    = Yes
  CPEnableRemote                  = Yes
  CPEnableShow                    = Allies
  CPEnableRefit                   = Yes

### Player Preferences

  Language                        = English,English,English,English,English,English,English,English,English,English,English,English
  CPEnableLanguage                = Yes

  AllowMoreThan50Targets          = No,No,No,No,No,No,No,No,No,No,No
  FilterPlayerMessages            = No,No,No,No,No,No,No,No,No,No,No
  AllowMoreThan500Minefields      = No,No,No,No,No,No,No,No,No,No,No

### Meteors

  MeteorShowerOdds                = 5
  LargeMeteorsImpacting           = 0
  RandomMeteorRate                = 2
  MeteorShowerOreRanges           = 10,10,10,10,200,200,200,200
  LargeMeteorOreRanges            = 100,100,100,100,10000,9000,9000,7000

### Ion Storms

  IonStormActivity                = 5
  IonStormsHideMines              = Yes


#
#   Planets
#

### Production
  RaceMiningRate                  = 70,200,100,100,100,70,100,100,100,100,100
  ProductionRate                  = 100
  ColonistTaxRate                 = 200,100,100,100,100,200,100,100,100,100,100
# NativeTaxRate                   = same as ColonistTaxRate
  MaxPlanetaryIncome              = 5000
  BorgAssimilationRate            = 100

### Natural Processes
  NewNativesPerTurn               = 1
  NewNativesPopulationRange       = 2500,5000
  NewNativesGovernmentRate        = 1
  NewNativesRaceRate              = 1

  TransuraniumDecayRate           = 5
  StructureDecayPerTurn           = 1
  StructureDecayOnUnowned         = 1

### Growth
  RaceGrowthRate                  = 100
  ClimateLimitsPopulation         = Yes
  AllowEatingSupplies             = No
  ClimateDeathRate                = 10
  NativeClimateDeathRate          = 0
  CrystalsPreferDeserts           = Yes
  CrystalSinTempBehavior          = No
  MaxColTempSlope                 = 1000
  MinimumHappiness                = 20

### Combat
  GroundKillFactor                = 1,30,1,15,1,1,1,1,1,1,1
  GroundDefenseFactor             = 1,10,1,5,1,1,1,1,1,1,1
  FreeFighters                    = 0,0,0,0,0,0,0,0,0,0,0
  FreeFighterCost                 = T3 M2
  AllowPlanetAttacks              = Yes
  PlanetsAttackKlingons           = No
  PlanetsAttackRebels             = No
  ColonistCombatSurvivalRate      = 0
  ColonistCombatCaptureRate       = 100
  NativeCombatSurvivalRate        = 75

### Starbases
# These options are commented out, because modifying them
# is not supported by client programs yet. You would have to
# enable AllowIncompatibleConfiguration to use them.
# StarbaseCost                    = T402 D120 M340 $900
# BaseFighterCost                 = T3 M2 $100
# MaximumFightersOnBase           = 60
# MaximumDefenseOnBase            = 200

#
#   Ships
#

### Building Ships
  AllowShipCloning                = Yes
  ShipCloneCostRate               = 200,200,200,200,32767,200,32767,200,200,200,200
  RecycleRate                     = 75

### Ship Build Queue
  BuildQueue                      = PBP
  BuildPointReport                = Yes
  BuildChangeRelativePenalty      = 0
  AllowPriorityBuild              = Yes

  SBQBuildPALBoost                = 1
  SBQNewBuildPALBoost             = 1
  SBQPointsForAging               = 1200
  SBQBuildChangePenalty           = 0
  SBQBoostExpX100                 = 0

  PBPCostPer100KT                 = 200
  PBPMinimumCost                  = 400
  PBPCloneCostRate                = 200

  PALAggressorKillPointsPer10KT   = 10
  PALAggressorPointsPer10KT       = 2
  PALBoardingPartyPer10Crew       = 3
  PALCombatAggressor              = 0
  PALCombatBaseScaling            = 80
  PALCombatPlanetScaling          = 50
  PALGloryDamagePer10KT           = 2
  PALGloryKillPer10KT             = 0
  PALGloryDevice                  = 100
  PALGloryDevicePer10KT           = 0
  PALGroundAttackPer100Clans      = 100
  PALImperialAssault              = 100
  PALIncludesESB                  = Yes
  PALOpponentKillPointsPer10KT    = 10
  PALOpponentPointsPer10KT        = 2
  PALPillage                      = 10
  PALRGA                          = 10
  PALRecyclingPer10KT             = 4
  PALShipCapturePer10Crew         = 5
  PALShipMinekillPer10KT          = 0
  PALDecayPerTurn                 = 20
  PALPlayerRate                   = 100

### Ship Movement
  AllowNoFuelMovement             = No
  AllowGravityWells               = Yes
# AllowHyperjumpGravWells         = same as AllowGravityWells
  GravityWellRange                = 3
  RoundGravityWells               = Yes
  UseAccurateFuelModel            = No

  FuelUsagePerTurnFor100KT        = 0
  FuelUsagePerFightFor100KT       = 0

### Missions
  AllowBuildFighters              = No,No,No,No,No,No,No,No,No,No,No
  ShipFighterCost                 = T3 M2 S5
  CumulativePillaging             = No
  AllowDeluxeSuperSpy             = Yes
  SpyDetectionChance              = 20
  AllowRebelGroundAttack          = Yes
  RGANeedsBeams                   = No
  AllowRGAOnUnowned               = No
  AllowSuperRefit                 = Yes
  AllowExtendedMissions           = Yes
  ExtMissionsStartAt              = 20
  AllowBeamUpClans                = Yes
  AllowBeamUpMultiple             = Yes

### Cloaking
  CloakFuelBurn                   = 5
  CloakFailureRate                = 1
  DamageLevelForCloakFail         = 1
  AllowCloakFailMessages          = Yes
  AllowCloakedShipsAttack         = Yes
  AllowAntiCloakShips             = Yes
  DamageLevelForAntiCloakFail     = 20
  AntiCloakImmunity               = Yes,Yes,Yes,No,No,Yes,No,Yes,No,No,No
  AlternativeAntiCloak            = No

### Robbing
  RobFailureOdds                  = 1
  RobCloakedShips                 = No
  RobCloakedChance                = 0

### Towing
  AllowOneEngineTowing            = No
  TowedShipsBreakFree             = No
  AllowTowCloakedShips            = No
  AllowAlternativeTowing          = No
# TowStrengthEngineScale          = 1
# TowStrengthDistanceScale        = 19
  AllowBoardingParties            = Yes
# AllowPrivateerTowCapture        = same as AllowBoardingParties
# AllowCrystalTowCapture          = same as AllowBoardingParties
  TowedShipsCooperate             = No

### Scanners
  ScanRange                       = 300
  SensorRange                     = 200
# DarkSenseRange                  = same as SensorRange
  ExtendedSensorSweep             = Yes
  MinesForDetectable              = 20
  FactoriesForDetectable          = 15
  DefenseForUndetectable          = 15
  DefenseToBlockBioscan           = 20
  
### Hiss
  AllowHiss                       = Yes
  HissEffectRate                  = 5
  MaxShipsHissing                 = 500

### Ship Special Functions
  AllowAlchemy                    = Yes
  AllowAdvancedRefinery           = Yes
  AllowScienceMissions            = Yes
  DamageLevelForTerraformFail     = 100
  TerraformRate                   = 1
  AllowHyperWarps                 = Yes
  DamageLevelForHyperjumpFail     = 100
  AllowGloryDevice                = Yes
  AllowGamblingShips              = Yes
  AllowImperialAssault            = Yes
  AllowBioscanners                = Yes
  RamScoopFuelPerLY               = 2
  AllowChunneling                 = Yes
  DamageLevelForChunnelFail       = 100
  AllowAlliedChunneling           = Yes
  MinimumChunnelDistance          = 100

### Ships in Combat
#  AllowEngineShieldBonus         = No
#  AllowESBonusAgainstPlanets     = Yes
#  EngineShieldBonusRate          = 0
  AllowFedCombatBonus             = Yes
  AllowInterceptAttack            = Yes

#
#   Experience
#
  NumExperienceLevels             = 0
  ExperienceLevels                = 750,1500,3000,6000
  ExperienceLevelNames            = Recruit,Soldier,Experienced,Elite,Ultra Elite
  ExperienceLimit                 = 1000000
  ExactExperienceReports          = No

  EPRecrewScaling                 = 30
  EPShipAging                     = 15
  EPPlanetAging                   = 25
  EPPlanetGovernment              = 0
  EPShipMovement100LY             = 40
  EPShipHyperjump                 = 30
  EPShipChunnel                   = 30
  EPShipAlchemy100KT              = 5
  EPShipBuild1000TorpUnits        = 0
  EPShipBuild10Fighters           = 0
  EPShipIonStorm100MEV            = 80
  EPCombatKillScaling             = 800
  EPCombatDamageScaling           = 200
  EPCombatBoostLevel              = 0
  EPCombatBoostRate               = 100          # means: no boost
# EPTrainingScale                 = 70
# EPAcademyScale                  = 400
# EModBayRechargeRate             = 1,2,3,4
# EModBayRechargeBonus            = 0,0,0,0
# EModBeamRechargeRate            = 0,0,0,0
# EModBeamRechargeBonus           = 0,0,0,0
# EModTubeRechargeRate            = 1,2,3,8
# EModBeamHitFighterCharge        = 0,0,0,0
# EModTorpHitOdds                 = 9,18,27,35
# EModBeamHitOdds                 = 0,0,0,0
# EModBeamHitBonus                = 0,0,0,0
# EModStrikesPerFighter           = 1,2,3,4
# EModFighterBeamExplosive        = 0,0,0,0
# EModFighterBeamKill             = 0,0,0,0
# EModFighterMovementSpeed        = 0,0,0,0
# EModMaxFightersLaunched         = 0,0,0,0
# EModTorpHitBonus                = 0,0,0,0
# EModTubeRechargeBonus           = 0,0,0,0
# EModExtraFighterBays            = 0,0,0,0
# EModEngineShieldBonusRate       = 0,0,0,0
# EModShieldDamageScaling         = 0,0,0,0
# EModShieldKillScaling           = 0,0,0,0
# EModHullDamageScaling           = 0,0,0,0
# EModCrewKillScaling             = -5,-10,-15,-20
# EModPlanetaryTorpsPerTube       = 0,0,0,0
  EModMineHitOddsBonus            = 5,10,15,20

#
#   Minefields
#

### General
  AllowMinefields                 = Yes
# AllowWebMines                   = same as AllowMinefields
  MineDecayRate                   = 5
# WebMineDecayRate                = same as MineDecayRate
  MaximumMinefieldRadius          = 150
# MaximumWebMinefieldRadius       = same as MaximumMinefieldRadius
  NumMinefields                   = 500
  MaximumMinefieldsPerPlayer      = 10000
  MineIdNeedsPermission           = No
  UnitsPerTorpRate                = 100,100,100,100,100,100,100,100,100,100,100
# UnitsPerWebRate                 = same as UnitsPerTorpRate

### Movement Through Mines
  MineHitOdds                     = 1
  WebMineHitOdds                  = 5
  MineHitOddsWhenCloakedX10       = 5
  MineOddsWarpBonusX100           = 0
  CloakMineOddsWarpBonusX100      = 0
  WebMineOddsWarpBonusX100        = 0
  MineTravelSafeWarp              = 0
# WebMineTravelSafeWarp           = same as MineTravelSafeWarp
# CloakedMineTravelSafeWarp       = same as MineTravelSafeWarp
  HullTechNotSlowedByMines        = 7
  MineHitDamageFor100KT           = 100
  WebHitDamageFor100KT            = 10
  WebHitFuelLoss                  = 50
  WebDrainFuelLoss                = 25

### Mine Sweeping
# MineScanRange                   = same as SensorRange
  AllowMinesDestroyMines          = Yes
  AllowMinesDestroyWebs           = No
  AlternativeMinesDestroyMines    = No
  MineSweepRange                  = 10
  WebMineSweepRange               = 5
  MineSweepRate                   = 4
  WebMineSweepRate                = 3
  FighterSweepRange               = 0,0,0,0,0,0,0,0,0,0,0
  FighterSweepRate                = 0,0,0,0,0,0,0,0,0,0,0
  AllowColoniesSweepWebs          = No

#
#   Combat
#
# AllowAlternativeCombat          = No

### Beams
# BeamFiringRange                 = 20000
# BeamHitShipCharge               = 600
# BeamHitFighterRange             = 100000
# BeamHitFighterCharge            = 500
# BeamHitOdds                     = 100
# BeamHitBonus                    = 0
# BeamRechargeRate                = 8
# BeamRechargeBonus               = 0
# FireOnAttackFighters            = No

### Fighters
# ExtraFighterBays                = 3,0,0,0,0,0,0,0,0,0,0
# BayLaunchInterval               = 3
# BayRechargeRate                 = 52
# BayRechargeBonus                = 2
# FighterBeamExplosive            = 2
# FighterBeamKill                 = 2
# FighterFiringRange              = 3000
# FighterKillOdds                 = 20
# FighterMovementSpeed            = 235
# MaxFightersLaunched             = 19
# StrikesPerFighter               = 7

### Torpedoes
# TorpFiringRange                 = 30000
# TorpHitOdds                     = 65
# TorpHitBonus                    = 0
# TubeRechargeRate                = 45
# TubeRechargeBonus               = 0
# PlanetsHaveTubes                = No
# PlanetaryTorpsPerTube           = 3
# UseBaseTorpsInCombat            = Yes

### Miscellaneous
# CrewKillScaling                 = 80
# HullDamageScaling               = 80
# ShieldDamageScaling             = 80
# ShieldKillScaling               = 0
# ShipMovementSpeed               = 75
# StandoffDistance                = 3000

#
#   Wormholes
#
  AllowWormholes                  = Yes
  WormholeUFOsStartAt             = 51
  WrmDisplacement                 = 0
  WrmRandDisplacement             = 0
  WrmStabilityAddX10              = 0
  WrmRandStability                = 0
  WrmMassAdd                      = 0
  WrmRandMass                     = 0
  WrmVoluntaryTravel              = Yes
  WrmTravelDistDivisor            = 200
  WrmTravelWarpSpeed              = 1
  WrmTravelCloaked                = No
  WrmEntryPowerX100               = 25

  WrmScanRange                    = 100

#
#  Host order control. Here are all the stage names, in correct order,
#  set to "Normal" (which happens to be the default configuration).
#

% PCONTROL

  TransferOwner        = Normal
  LargeMeteors         = Normal
  MeteorShowers        = Normal
  AntiCloak_1          = Normal
  DeluxeSuperSpy       = Normal
  NewNativesAppear     = Normal
  RobMission           = Normal
  GamblingShips        = Normal
  CargoDump            = Normal
  CargoTransfer        = Normal
  TrimShipCargo        = Normal
  CrewExchange         = Normal
  Training             = Normal
  BeamTransfers        = Normal
  GatherMission        = Normal
  BeamUpCredits        = Normal
  MinefieldDecay       = Normal
  MineLaying           = Normal
  MinesDestroyMines    = Normal
  MineSweeping         = Normal
  MinefieldScan        = Normal
  WormholeScan         = Normal
  WebDraining          = Normal
  MoveIonStorms        = Normal
  IonStormEffects      = Normal
  NewIonStorms         = Normal
  IonStormReports      = Normal
  SpecialMissions_1    = Normal
  BuildFighters        = Normal
  BuildTorpedoes       = Normal
  Alchemy              = Normal
  ShipBuildOrders      = Normal
  ShipBuilding_1       = Normal
  DumpOldBaseParts     = Normal
  BaseMissions_1       = Normal
  SupplyRepair_1       = Normal
  BoardingParties      = Normal
  FreeFighters         = Normal
  TowResolution        = Normal
  Movement             = Normal
  GloryDevices         = Normal
  Chunneling           = Normal
  AntiCloak_2          = Normal
  ColonizeMission      = Normal
  SupplyRepair_2       = Normal
  BaseMissions_2       = Normal
  Combat               = Normal
  SupplyRepair_3       = Normal
  Terraforming         = Normal
  SensorSweep          = Normal
  SpecialMissions_2    = Normal
  PlanetaryProduction  = Normal
  PlanetaryHappiness   = Normal
  PlanetaryTaxation    = Normal
  PlanetaryGrowth      = Normal
  PlanetaryLosses      = Normal
  ShipBuilding_2       = Normal
  Assimilation         = Normal
  SuperSpyMission      = Normal
  ShipExploration      = Normal
  Experience           = Normal


User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 2

Post#7 » Sun Sep 02, 2012 1:59 pm

Ok, I'd like to take the crystals, will be an interesting game.
Chances of winning are quite low at 1 vs 2, but no big fuel tank ships could give a small edge.

User avatar
Hawkeye
Posts: 1029

Re: Welcome to Federation War 2

Post#8 » Wed Sep 05, 2012 9:35 pm

BitMask wrote: You cannot attack your ally. You have to work together to concur your enemies. Either a team or one of the independents will be declared the winner.
Hee hee :twisted:

User avatar
BitMask
Site Admin
Posts: 2318
Contact:

Re: Welcome to Federation War 2

Post#9 » Thu Sep 06, 2012 12:54 am

Hawkeye wrote:
BitMask wrote: You cannot attack your ally. You have to work together to concur your enemies. Either a team or one of the independents will be declared the winner.
Hee hee :twisted:
:oops:
Seeing that you are a better speller than me, why don't you join one of Don'Quotes team. They are looking for another player before we can start.

User avatar
Hawkeye
Posts: 1029

Re: Welcome to Federation War 2

Post#10 » Thu Sep 06, 2012 1:53 am

My two games at present are more than enough to keep me busy I'm afraid. Played the Birds in the first Fed war and managed to pull off the win despite my Romulan team-mate bailing on me early :( Fed war is a scenario where a compentent Birdman team should be able to take out victory without breaking a sweat.

Hawk

User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 2

Post#11 » Thu Sep 06, 2012 1:32 pm

That's why they will be my primary target. :twisted:

User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 2

Post#12 » Fri Sep 07, 2012 5:02 pm

Should I have received an RST file already?
I have tried to request it through the web-interface, but so far have not received any RST.

User avatar
BitMask
Site Admin
Posts: 2318
Contact:

Re: Welcome to Federation War 2

Post#13 » Sat Sep 08, 2012 2:46 am

FireAge wrote:Should I have received an RST file already?
I have tried to request it through the web-interface, but so far have not received any RST.
I resent all the RST files. If you already had it then don't worry about the new rst.

User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 2

Post#14 » Sat Sep 08, 2012 3:37 am

Thanks.

Do you have any table on the fuel usage of the new engines?
I'd like to incorporate them into my excel sheet.

EDIT: nevermind, extracted them from Echoview

Code: Select all

                 W1 	W2 	W3      W4 	  W5     W6 	   W7 	   W8 	   W9
Stardrive 3     110	440	990    5600    8300  12600    23201,5  41497,6  72900
Stardrive 5     110	440	990    1760    2750   8499,6  14499,1  23699,2  63099
Stardrive 7     110	440	990    1760    2750   3960     5390    18003,2  46899
Highspeed 8     110	440	990    1760    2750   3960     5390     7040    40702,5
Advanced 8      100	400	900    1600    2500   3600     4900     6400    37697,4
Eco Drive 8     100	400	800,1  1300,8  2100   2998,8   3998,4   5798,4  30699
Highspeed 9     110	440	990    1760    2750   3960     5390     7040     8910
Advanced 9      100	440	900    1600    2500   3600     4900     6400     8100
Eco Drive 9      90	370	800,1  1300,8  2100   2998,8   3998,4   5100,8   7152,3

User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 2

Post#15 » Wed Sep 19, 2012 1:37 pm

In regards to the email send. I'm fine with anything you decide.
Though the previous setup seemed more interesting in my opinion.

Now you will get everyone + priv teams :p

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