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Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:26 am
by Forum
no - i elected not to send untrained into battle :) --they are now civilians, not untrained military ( you can draft civvies if you need em, and train them before they fight :) )
and racechange fixed.

Mathlord wrote:Question...sorry if it has been covered.

When you attack/defend, can untrained units be killed? That used to be the case, but was really painful.

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:34 am
by Neimenljivi
Just want to make sure...Goa'ulds DO then have income bonus, right?
Also can u change so noone can buy USS/FSS in first 2 weeks?

~Jack

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:35 am
by Legendary Apophis
Does this wave is so true old skool that untrained mercs provide 1/3 of slaves' naq production?

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:36 am
by Jora Sjacka
I'm so BACK :D

eheheheheheheheh

-Jora, pointy and all that-

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:45 am
by Neimenljivi
Åpophis ™ wrote:Does this wave is so true old skool that untrained mercs provide 1/3 of slaves' naq production?


Nope they do not :(

~Jack

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:53 am
by Forum
they never did. they are the one truly useless thing you can acquire - always have been...

Neimenljivi wrote:
Åpophis ™ wrote:Does this wave is so true old skool that untrained mercs provide 1/3 of slaves' naq production?


Nope they do not :(

~Jack

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 11:54 am
by Forum
race bonuses are as stated ingame.
and i put another limiter on ss/uss -- people can use it how they wish within the (new) limits...

Neimenljivi wrote:Just want to make sure...Goa'ulds DO then have income bonus, right?
Also can u change so noone can buy USS/FSS in first 2 weeks?

~Jack

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 12:00 pm
by Zeratul
here is copy of the limits...

there is a limit, though, of supporting once per calendar week, and the equivalent of 6 'USS' per era only.

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 1:02 pm
by Come_Forth
So we get 10 attack turns every turn?

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 1:11 pm
by Bugo
Forum wrote:in the old days, alliances used ingame messages, msn, etc.
they changed their names to name[ALLIANCE] on their own, using name change.
alliances were always here, but unofficial....

nobody is stopping them. its just not a 'push one button only' world in sgw2005 :)


...so what about some extra Nick changes? :-D

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 1:24 pm
by floophead_III
looks like we got em. mine just went up. and of course I've got my tag on! Legendary will prevail!

Re: Quantum Era 11 - Old Skool Rulz

Posted: Sun Sep 09, 2007 1:42 pm
by Bugo
Indeed :D
A few minutes ago i had 2 changes, but now i have 4.
Thnx Forum :D

Re: Quantum Era 11 - Old Skool Rulz

Posted: Mon Sep 10, 2007 5:50 am
by inzenir
hehe, i think i'll play it... but IMO this era should be without $ supporters, so we could realy see, who is good without real money trading...

and i'm rank 9 :D

Re: Quantum Era 11 - Old Skool Rulz

Posted: Mon Sep 10, 2007 5:55 am
by n00blet
rank the first few days means nothing

2nd .. $ supports are keeping this game alive so .... not gonna happen

Re: Quantum Era 11 - Old Skool Rulz

Posted: Mon Sep 10, 2007 7:13 am
by Come_Forth
inzenir wrote:hehe, i think i'll play it... but IMO this era should be without $ supporters, so we could realy see, who is good without real money trading...

and i'm rank 9 :D



Army size and UP mean more than rank at this stage, because the bigger players are building their ups.