New Quantum Star Server - Updated Version
#18
Posted 19 November 2004 - 02:49 AM
QUOTE(Cspace @ Nov 18 2004, 05:55 AM)
Also, if this version is as stable as it currently seems then I will open up at least one other game. One will be a deathmatch which will reset on shorter intervals but will run a lot more quickly than usual. For those experienced players, they may enjoy this.
Yay! May I suggest starting with more than normal cash?
Also, I was wondering how much fuel/metal you need to create a single electronic.
And now we have the quote of the day, from greenl2l: PLONGED!!!

#21
Posted 19 November 2004 - 03:27 AM
QUOTE(Crazed_Nutter @ Nov 18 2004, 09:49 PM)
QUOTE(Cspace @ Nov 18 2004, 05:55 AM)
Also, if this version is as stable as it currently seems then I will open up at least one other game. One will be a deathmatch which will reset on shorter intervals but will run a lot more quickly than usual. For those experienced players, they may enjoy this.
Yay! May I suggest starting with more than normal cash?
Also, I was wondering how much fuel/metal you need to create a single electronic.
Yes, there will be more cash for the deathmatch.

As for electronics, currently with 500 colonists, 10 metal, and 10 fuel, you can create two of 'em.


#29
Posted 19 November 2004 - 03:56 AM
There are delta bombs, as well as gamma bombs, but bigrat is waaaayyyy to weak to do any damage to our warmongerers, etc.
Or how about a planet with 3000 colonists and 23 merchant freighters and a stealth mining ship?
QUOTE
i think ill get more ships first... Dont wanna waste monies on planet ... when you can have 10 Merchant Freighters!
Or how about a planet with 3000 colonists and 23 merchant freighters and a stealth mining ship?
This post has been edited by Crazed_Nutter: 19 November 2004 - 03:57 AM
And now we have the quote of the day, from greenl2l: PLONGED!!!
