Welcome to Federation War 3

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BitMask
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Posts: 2318
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Welcome to Federation War 3

Post#1 » Sat Aug 24, 2013 9:30 am

Image
Factions of the 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 3 is a PHost game with 4 Teams of 2. Each team choose the race combo they play with (Fed/Lizard/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 next to each other, but the wormholes make for easy movement, except if you loose control over it [-X ). The remaining 3 races (Privateers, Borg & 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 some custom settings. http://phost.de/phost4doc/

Setup
Mods: Teleport, PWrap, Allies, Wormholes, Pirates are anti cloak immune(BR5 only) and can build Loki, Feds cannot build a Loki.
Map: Custom map with wrap borders (1000,3000)
Shiplist: TList with UnNatural Engines. Engine Shield Bonus is on 33%.
Homeworlds: Custom, Extra Rich, Random rich planets, Very high population, very high money, Starbase with 2 ships

Custom Settings
The Federation cannot build the Loki anti cloaker.
The Pirates can build the Loki anti cloaker and the BR5 are anti cloak immune (It does not get uncloaked by Loki or D19b - only Saber can decloak it)
UnNatural Engines - These engines are designed so that you can buy a cheaper drive for the same warp speed, but use more fuel, or you can buy expensive drive that has better fuel economy, or just buy the standard one you know. Details

Allowed Negotiations
Outside of your alliance you are allowed the following:
NAP - A Non Aggression Pact between any players has to be paid for (1500MC and a ship per player for 10 rounds) by all agreeing parties, except if the NAP is between independents which is free. As a team your NAP is for the team (3000MC + 2 ships per team). Payable to the host by loading the ship of your choice with the 1500MC and sending me the ship id to remove it from the game. NAP is not available after turn 50.
Crystals Webs - May lay webmines for you in your race type in your space. You supply the torpedoes of which Crystal will keep 50%. If the mines are in enemy space or current contested space you need to pay him a ship for every 50 torpedoes on top of the normal payment. A cloaking ship is worth 75 torpedoes.
Pirates - May rob enemies for you in your space if he keep all the loot and ships. If the ships are in enemy or contested space you have to pay him 1 ship for every 2 ships taken.
Borg - Borg can attack an enemy for you. You have to pay them 1 planet for every 2 planets or ships they destroy.

Winning Condition
Game runs 3x a week until turn 30, then 2x a week & when all in. Game is set 100 turns.
The Pirates win if they own 200 or more ships.
The Crystals win if they own 200 or more ships.
The Borg win if they own 250 or more planets.
The team with the most Tons sunk at turn 100 will be 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. If the first 3 teams all choose the same race, then the last team may also choose that 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.
The last team has the possible advantage of not being restricted by race combinations if all other teams choose the same race for one of their options.

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.
Team 4 can choose the Feds if all other team also selected the Feds, even though those combinations has already been used.
Etc.

Team Homeworlds are always located next to each other. A stable large 2-way wormhole is also provided to connect each team, but if you loose control of it your enemies can use use it too!
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 transport.
Wormholes can accommodate ships up to 1000Kt very with little risk. (That is almost all the ships in this game)
You can only Give ships between allies. If you need to pay an independent by ship they will have to steel it or fight for it.
There are 4 Teams in this game:
Team A are race slot 1 & 8
Team B are race slot 2 & 9
Team C are race slot 3 & 10
Team D are race slot 4 & 11
There are 3 Independant races in this game:
The Privateers
The Cyborg
The Crystal Confederation

A team or one of the independent players will be declared the winner.

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BitMask
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Posts: 2318
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Re: Welcome to Federation War 3

Post#2 » Sat Aug 24, 2013 10:42 am

pconfig.src

Code: Select all


% PHOST

#
#   Overall Options
#

  GameName                        = Federation War 3
  DisablePasswords                = No
  AllowRegisteredFunctions        = Yes
  AllowShipNames                  = Yes
  ScoringMethod                   = Compatible
  TonsScoreCountsPlanets          = Yes
  PlayerRace                      = 1,2,3,4,5,6,7,4,1,9,9
# PlayerSpecialMission            = same as PlayerRace
  MapTruehullByPlayerRace         = No
  NumShips                        = 500

  AllowWraparoundMap              = Yes
  WraparoundRectangle             = 1000, 1000, 3000, 3000

  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                = 4
  IonStormsHideMines              = Yes


#
#   Planets
#

### Production
  RaceMiningRate                  = 70,200,100,100,100,100,100,100,70,100,100
  ProductionRate                  = 100
  ColonistTaxRate                 = 200,100,100,100,100,200,100,100,200,100,100
# 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                = 1,30,1,15,1,1,1,15,1,1,1
  GroundDefenseFactor             = 1,10,1,5,1,1,1,5,1,1,1
  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               = No,Yes,Yes,No,No,No,No,No,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
Shiplist.txt

Code: Select all

##
##  Ship list configuration for the Standard Ship List ("Tim list")
##
##  This file contains the parameters which are fixed for this ship
##  list, and are usually never changed. The game configuration is in a
##  separate file, pconfig.src.
##
##  Instructions: copy this file into your game directory, and
##  rename it to "shiplist.txt".
##

#
#  PHost configuration items
#

% PHOST

## Battle configuration. This yields "tim-compatible" combat.

  AllowEngineShieldBonus          = Yes
  AllowESBonusAgainstPlanets      = Yes
  EngineShieldBonusRate           = 33

  AllowAlternativeCombat          = No

  BeamFiringRange                 = 20000
  BeamHitShipCharge               = 600
  BeamHitFighterRange             = 100000
  BeamHitFighterCharge            = 500
  BeamHitOdds                     = 100
  BeamHitBonus                    = 0
  BeamRechargeRate                = 8
  BeamRechargeBonus               = 0
  FireOnAttackFighters            = No 
  
  ExtraFighterBays                = 3,0,0,0,0,0,0,0,3,0,0
  BayLaunchInterval               = 3
  BayRechargeRate                 = 52
  BayRechargeBonus                = 2
  FighterBeamExplosive            = 2
  FighterBeamKill                 = 2
  FighterFiringRange              = 3000
  FighterKillOdds                 = 20
  FighterMovementSpeed            = 235
  MaxFightersLaunched             = 19
  StrikesPerFighter               = 7

  TorpFiringRange                 = 30000
  TorpHitOdds                     = 65
  TorpHitBonus                    = 0
  TubeRechargeRate                = 45
  TubeRechargeBonus               = 0
  PlanetsHaveTubes                = No
  PlanetaryTorpsPerTube           = 3

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

## Towing configuration. In case alternative towing is used with this
## ship list, parameters are as follows:

  TowStrengthEngineScale          = 1
  TowStrengthDistanceScale        = 19

## Experience. This configures four experience levels. To enable this,
## say "NumExperienceLevels = 4" in pconfig.src.

  EPTrainingScale                 = 70

  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

#
#  Hull Functions. The built-in defaults match Tim's Host.
#

% HULLFUNC

  Init = Default
  
# 45	BR5_KAYE_CLASS_TORPEDO_BOAT         (Anti cloak immune)
  Hull         = 45 (BR5 KAYE CLASS TORPEDO BOAT)   
  Function     = 32 (AntiCloakImmunity)
  RacesAllowed = +5

User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 3

Post#3 » Sat Aug 24, 2013 12:12 pm

The ZIP file is empty :(
The horror! But then again, that's probably intentional isn't it?

With the rules about what can be done with the independents, can we assume that no other options are available with them?
Last edited by FireAge on Sat Aug 24, 2013 12:26 pm, edited 1 time in total.

User avatar
FireAge
Posts: 424

Re: Welcome to Federation War 3

Post#4 » Sat Aug 24, 2013 12:18 pm

Is this correct:

AntiCloakImmunity = Yes,Yes,Yes,No,No,Yes,No,Yes,No,No,No

Doesn't that give anitcloakimmunity to the crystal instead of the privateer?

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BitMask
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Re: Welcome to Federation War 3

Post#5 » Sun Aug 25, 2013 3:14 am

FireAge wrote:Is this correct:

AntiCloakImmunity = Yes,Yes,Yes,No,No,Yes,No,Yes,No,No,No

Doesn't that give anitcloakimmunity to the crystal instead of the privateer?
This will only be set once we have the team setups and the game is created. So no that is not what is will be, but I know you like to look at the pconfig before you join so I had to post something. The settings related to the choices of player will only be set later.

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FireAge
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Re: Welcome to Federation War 3

Post#6 » Sun Aug 25, 2013 5:21 am

haha :/
Ok, so my nitpicking is already known.

Thanks that clear then. And its a good idea not to send out the RST files yet.
So people can swap if they want certain team things.

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BitMask
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Re: Welcome to Federation War 3

Post#7 » Sun Aug 25, 2013 6:51 am

The rst and game setup will only be sent out when the team picks have been finalised.

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BitMask
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Re: Welcome to Federation War 3

Post#8 » Mon Aug 26, 2013 1:36 am

To join the game you can grab your team slots like a normal game and post your race picks in this forum.
Remember you will only receive a rst once all the team picks are in and I can create the game setup.
If you are not sure which race slots to use, just post your race choices and I will add you to the game.

Team 1: albatross as Feds and wmerkel as Fascist
Team 2: Ymir as LIZARD and Drakken as FASCIST
Team 3: akshamu as Feds and Rayne Storm as Birdmen
Team 4:

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wmerkel
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Re: Welcome to Federation War 3

Post#9 » Mon Aug 26, 2013 4:10 am

I would play if somebody wants to team up with me. Come on, dont be so shy 8)

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albatross
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Re: Welcome to Federation War 3

Post#10 » Mon Aug 26, 2013 4:22 am

wmerkel wrote:I would play if somebody wants to team up with me. Come on, dont be so shy 8)
I'd be in, just send PM.

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JonnyDoH
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Re: Welcome to Federation War 3

Post#11 » Mon Aug 26, 2013 6:40 am

As much as I want to reprise my role as the resident Lizards, I'll have to pass on this game. Too many things happening this and next month where I will not have access to my laptop. I'll join in for Federation War 4 though (or three if the game has not filled out by October 1st, though I'm not holding my breath). =P
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albatross
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Re: Welcome to Federation War 3

Post#12 » Mon Aug 26, 2013 7:13 am

Hi BitMask,

team signing up:
wmerkel - Feds
albatross - Fasc

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BitMask
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Re: Welcome to Federation War 3

Post#13 » Mon Aug 26, 2013 8:53 am

albatross wrote:team signing up:
wmerkel - Feds
albatross - Fasc
Done.
Only 2 teams are available.

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akshamu
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Re: Welcome to Federation War 3

Post#14 » Mon Aug 26, 2013 12:35 pm

I am interested if there is someone out there that wants to team up with me.
An Englishman is a person who does things because they have been done before.

An American is a person who does things because they haven't been done before

Rayne Storm
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Re: Welcome to Federation War 3

Post#15 » Wed Aug 28, 2013 4:35 am

I'd like to join as the Birdmen please. I can join as akshamu's teammate if he approves.

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