Topic: Slave Girls of Orion VII: License to Shag (Sticky)  (Read 21125 times)

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Offline Dizzy

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Slave Girls of Orion VII: License to Shag (Sticky)
« on: April 07, 2007, 12:16:55 pm »
Slave Girls of Orion VII: License to Shag!

Check sound here 1st... then click on the pic.



Features:

    Supreme Allied Commander: Hexx
Federation
Interstellar Concordium
Gorn
Hydran


   Vs.

Supreme Coalition Commander: Krueg
Klingon
Romulan
Mirak
Lyran


3 Week D2 Server.
2265 start, 1 day a game year ends in 2286/7, 4 minute turns, 365 turns a year.
Start Date: April 7th, 2007  (Server has started!)[/list]

Account Creation Guidelines:

    - Chat channels don't work properly if you setup your character name to begin with a number or include spaces in your name or any non-letter or number symbol other than a dash
- or underscore _
- Hexx/SAC will mess up his chat because of the / he added to his character name. Instead he should use: Hexx-SAC the Underscore or Dash symbol in place of the forward slash.
- Only non letter or numeric symbols are the dash - or the underscore _ 
- DO NOT put spaces in your name or start your name with anything other than a letter.
[/list]

Downloads:

    -
Installer Thread[/list]

Links:

    -
Complete Fighter List
- SGO7 Forums[/list]

Map Notes:



    - Map is 59x59, 3480 hexes.
    - Most Empire hexes are 12.
    - Max DV values can be raised by 2.
    - Those hexes adjacent to planets and HomeWorlds are 20-25.
    - Neutral zone hexes are 3 and max at 3.
    - Planets will be shown on the webmap, bases will not be (if we use a webmap).
    - Black Hole hexes exempt players from the Disengage Rule, ship VC's and any ship loss penalties except prestige loss. Just have fun in these hexes.

Mosh Pit (center of the map):

    - Mosh pit is located in the middle of the map between Fed and Klink space.
    - It is considered hazardous space and limited to single non
X ships with .67 or less move cost or an FF/PF Squadron which counts as a single .67 ship.
- For a group of two or three, one player may fly a .67 ship, the other wingmates must be move cost .5 or less.
- VC's, Disengage Rules and shiploss penalties do not apply in the Mosh Pit.[/list]

Capital Ships: Battlecruisers and Dreadnoughts:
    - BC's and DN's are regulated by Fleeting Rules and VC Rules.
    - BattleCruisers may be flown by anyone.
    - Dreadnoughts are limited to 3 per side at one time and no more than 1 of the three may be a heavy carrier dread.
    - The B10K counts as one regular and one heavy carrier Dread.

Multi-Ship Fleet Rules for players wanting to fly two or more ships in a fleet:

    - A command variant no larger than CCH class may lead a second regular line ship (vanilla) of the same race as long as the second ship's move cost is less than that of the command ship.
    - Fed CS and CS+ ships may not be used in any multiship fleet combination.
    - A max of two Multiship player fleets are allowed per side.
    - No multi-ship fleets may wing with each other.
    - Multiship Fleets are counted as capital ships for purposes of fleeting rules.

Fleeting Rules:

    - No Capital Ships, (BC's, DN's, Multi-Ship Fleet included and CCX/CAX's), are allowed to fly together.
    - No X ships are allowed to fly together.
    - Fast Cruisers are treated as Capital ships.
    - CVD's (Interdiction Carriers, those usually with 16 or so fighters) are treated as capital ships, but CVP Carriers (those with 12 ftrs) are not.
    - One CARRIER class type per fleet and a max of 32 ftrs or 8 PF's are allowed.
    - BCV/BCS's are treated as Carrier class and BC class types.
    - One PPD armed ship per fleet.
    - In a Three player fleet, one of the three must be in a line or command cruiser class ship.
    - A line ship is defined as any ship that is not a command or special class type ship, vanilla in other words.
    - If illegal ship combos are in a fleet by accident, their opponent may choose which offending ship must immediately disengage, and the disengagement penalty is voided for the disengaging ship, but they must stay in spectator mode till the battle concludes.
    - No two pirate, ldr or ISC ships in rom list that are alike may operate together and only 2 per fleet. Legendary captains need not apply and no multiship fleets with these guys.
    - In addition LDR are limited to operating within 1 hex of Hydran space.

Maximum X Ships on at the same time:

    - Each side gets
3 X points in 2281 and 82. This is increased to 5 in 2283, 6 in 2284 and 7 in 2285+.  X points are in addition to capital ship points.
- If you fly an X ship, you must rename your ship adding an 'X' at the end of your shipname.

I-CCX = 6
CCX/CAX's/I-CLX = 3
CLX = 2
FFX and DDX =  Free
[/list]

Keep What You Capture.

    - If you captured an enemy ship, you get to fly it... if of course your RM doesnt confiscate it and fly it himself.
    - Captured ships have to follow standard fleet and cnc restrictions.

Legendary Crews.

    Captains who manage 15 confirmed live players kills in the same type ship as described below without dying will be awarded a Legendary Crew with these restrictions:

    Kills must be made in a Command Heavy Cruiser and or Heavy Cruiser Line type ship using the same account name.
    Legendary Crewed ships are upgraded according to their ship path and carry over to the X era. Contact your SC for a refit when available for assignment.
    If a Legendary ship is lost in battle, it is gone, period.
    If it is lost due to mission bugs or anomaly, contact your SC and appropriate actions may be taken.
    Kills made with live allies will be split evenly among all captains. ie; 1/3 or 1/2 of a kill.
    Legendary Crewed non X-ships do not count as a capital or specialty ship for fleeting purposes.
    Legendary Crewed X-ships do count toward X-ship CnC.
    Legendary Crewed ships are NOT transferable to another player.
    Legendary Crews may not switch to another ship or race.   

    Kills are counted separate for each race also. 
       ie; If DH kills 10 in an F-CC+ and 5 in and H-LB, he's still short 5 kills in his Fed account. 
    On the same token, the count will not get reset if you die in another ship or as another race. 
       ie; If Dib kills 14 in a K-D7C then dies while flying a K-D5D or a Rom ship, he's only 1 kill away from having a Legendary Klingon Crew in the D7C.

    Benefits of a legendary crew:
       Increased turn mode and +1 HET for the Legendary Navigator.
       2 extra Labs for the Legendary Science Officer.
       4 more APR power and +5 spares for the Legendary Engineer.
       5 extra marines for Legendary Marine officer.

    Complete lists of the legendary ships can be obtained by your SC.
    Only
TWO Legendary Crewed ships may be earned by each side during the course of the campaign, not including the ones piloted by the Supreme Commanders.[/list]

Da Penalty Box

    - If you lose one of the following ship types, you personally may not fly any of these again for 12 hours. This applies to all of a person’s multiple accounts. They are: Any CCX/CAX type X ship, BB, DN, CVA, BC/H/T/V's or similar.
    - If you lose an
X ship, you may not fly another for 12 hours.
- If you lose the command ship of a Multi-Ship Fleet, you may not fly another Multi-Ship Fleet for 12 hours.
- In addition, your side's Heavy Iron or X points will be deducted by however many points your ship cost for 12 hours. Time will be kept track of using stardates, 12 hours is 182 turns on this thread: Capital Ships & X points thread. (This rule not used on SG7)[/list]

FF Squadrons CnC

    - A 3 ship fleet of the same race comprised of a Frigate Leader, one special and 1 vanilla FF may be flown together.
    - If a race doesn't have a FF Leader, a vanilla Destroyer may be substituted as the leader.
    - An FF Squadron is worth one PvP Point if any two of the three FF's are destroyed.
    - Shiploss will be set to 3 so if you lose one of your multi-fleet ships, it will be replaced. (hopefully)
    - FF Squadrons may not fleet together with other FF Squadrons or a player with a multi-ship fleet.

PF CnC

    - Full Tenders with 3+ PF’s may carry no more than 1 Leader, and 1 Special PF, the others must be vanilla.
    - Players using Casual Tenders with only 2 PF’s may recover but not re-launch them and the PF's must be vanilla.
    - Hydran Heavy Stinger fighters (
H-St-S(heavy), H-St-T(Heavy), H-ST-Tm(Heavy) are substituted for PFs.
- Hydran ships designated with an 'h' are allowed 2, but the OM and IDh are allowed 4.[/list]

PF Flotillas

    - All races except Hydran have PF Flotillas.
    - Designations of x-PF(Flt) identify it as the flight leader.
    - Each leader may carry 2 dissimilar special PF's and two vanilla PF's.
    - PF Flotillas may not fleet with CARRIERS.
    - The x-PF(Flt) leader PF acts as a ship, i.e., PlaD will not fire at it and all PF's are destroyed when the PF(Flt) leader is killed. No way around that.
    - PF Flotillas are not worth any VC's unless they have a wing in a PvP in which case they are worth 1 PVP point if the PF(Flt) leader is destroyed.
    - PF(Flt) Leaders may NEVER recall their PF's once launched.
    - All PF(Flt)'s have been given an extra hull and ED to make them a slight bit tougher.

Fighter CnC

    Federation
    - F-14 ftrs, if deployed, are limited to use only on the F-BCV, F-DVL, and F-CVA (2 squads max).
    - F-14 and F-15 ftrs, if deployed, are limited to use only on the F-CVS and F-BB.
    - These fighters are model represented and distinguishable from regular Fed ftrs, courtesy of Thu11s.

    Hydrans
    - H-St-X are only allowed on X ships.

    *Note* SFB Fighters with PlaD were converted to PhoF, "plasma mini-bolts", and a Ph3 360`.[/list] [/list]

    PvP Kills: (PvP Points)

      - You earn
    PvP (Player vs. Player) Points when you kill enemy players. Report kills here: SGO7 Kills Thread 
    - Total PvP points will be calculated at the end of each week to determine VC's. See below.
    - PvP kills are worth the following points:

    I-CCX  6  (1 move cost)
    All other CCX/CAX  4  (1 move cost)
    I-CLX 3  (.67 move cost)
    CLX  2  (.67 move cost)
    FFX/DDX  1  (.5 move cost)

    BB:  16  (2 move cost)
    CVA:  8  (1.5 move cost)
    DN:  6  (1.25 and 1.5 move cost)
    BCV/T - Carrier, Casual (2 PF's) or Full Tender (3+ PF's):  4  (1 and 1.25 move cost)
    BC/H:  3  (1 and 1.25 move cost) (Includes all Lyran BC's with 2 PF's)
    N/CA, N/CL, HDW's are worth 1(.67 and 1 move cost)
    Smaller class types with 8 ftrs or 3+ PF's are worth 1.
    Ships with a move cost of .5 or less are exempt unless they are involved in a fleet action with a live player wing, or used in a Multi-Ship Fleet, or deep striking or facing a similar move cost ship in which case they are worth 1.
    PF Flotillas are exempt unless they are involved in a fleet action with a wing in which case they are worth 1 only if the PF-(Flt) Leader is destroyed.
    FF Squadrons are worth 1 if any two of the three FF's are destroyed.
    - PvP kills do not apply in Black Hole hexes.

    Line Ship Rules:
    - A line ship(s) is exempted from the disengagement/destruction penalty unless opposed by another line ship(s).
    - A line ship is worth no points if faced on a 1v1 by a BCH or larger ship.[/list]

    Map VC's and PvP Points

      - An original enemy planet (Not Embassy Planets) must be controlled and have a LoS to a friendly HW. You get one
    Victory Point for matching an enemy planet with one of a disimilar race. Terraformed planets (if used) and those located in the neutral zone do not count towards VC's.

    - If attrition (PvP points) equals or exceeds one and a half times as many more than your enemy you count it as a Planet for purposes of the Map VC's listed above applied toward the specific race that suffered the highest attrition points and if it equals or exceeds twice as many, you count it as another Planet to apply toward the specific race that suffered the second highest attrition points.

    - There is a 3 DV Homeworld in the center of the Mosh Pit. It is worth 10 PvP Kill Points if held at the end of a VC Round. EDIT: Exact Location: Very Center of Mosh Pit at xx,yy.

    - There will be 3x Map VC periods, one at the end of each week on Sunday night.

    - Total points are tallied and the difference is used below to determine the winner.
      5 VC Points = Total Victory - The losers are wiped from the face of the Galaxy so completely that there is no trace left of their civilization and eventually even their very existence will be forgotten entirely and no one will remember them. The winners go on to dominate the universe.
      4 VC Points = Decisive Victory - Driven to the brink of extinction, the surviving losers scatter throughout the galaxy vowing to one day seek revenge while their conquerers plunder and desecrate their lands and homeworlds that were left behind.
      3 VC Points = Major Victory - The victors conquer considerable enemy territory and subjugate and enslave countless millions while the losers are left devestated both economically and militarily wondering how long their shaky future will last.
      2 VC Points = Minor Voctory - The victors, unable to deliver a knock-out blow and capitalize on their many advantages despite solid gains in territory and ships, leave the losers able to pick up the pieces and possibly threaten them again in the not so distant future.
      1 VC Point  = Tactical Victory - After an exhausting war, the victors take comfort in knowing they have bragging rights for edging their enemy in economic and military might leaving the quadrant ripe for another general war ready to break out at any moment.[/list]

    Bases

      - Base Stations are indestructible and act only as resupply and shipyard docks. These hexes will draw only patrols.
      - Battle Stations and Starbases may be placed in any friendly hex with a LoS to a friendly planet but may not be placed adjacent to another base.

    Deepstrikes

      - If you draft or are drafted into a PvP in a hex that has no Allied or Neutral hexes adjacent to it at the time of the draft, then you may not disengage and must fight to the death.
      - Even if your ship is a .5 or less move class ship, if caught deepstriking you are worth 1 PvP Point.
      - The Ring area mosh pit thing and adjacent hexes are exempt from Deepstrikes. So you can deepstrike there all ya want to and you're safe.

    Disengagement/Destruction Rule

      - If you are forced to Disengage in a PvP match, then you are banned from the hex you either took the mission in or were drafted in and all the hexes adjacent to that one for
    15 turns. If your ship was destroyed then you are banned from that hex and all adjacent hexes for 8 turns.
    - If you draft or are drafted while moving out of an area you have been banned in, the mission is to be played out normally, but any outcome for purposes of disengagement/destruction is voided and the banned time from the previous mission and hex doesnt begin until the current mission concludes.
    - Black Hole hexes are free hexes and the Disengagement/Destruction doesn't apply to these hexes.
    - One turn is 4 minutes.[/list]

    Wild Geese and server resets

      - Wild Geese will be deployed at whim by the admin and the server will be put on hold in case of a blowout.

    Forfeiting Missions:
      Do to unfinished game code we suffer from the following issues and I would like everyone to follow the following protocol otherwise, these issues may causes
    SERIOUS errors in the database and lead to CPU overload and eventual server burps:

    - You are NEVER allowed to forfeit a mission under ANY circumstances on the map during a mission draft or a mandatory mission choice.

    - If you are drafted you MUST accept the mission. You are NOT ALLOWED to logoff or FORFEIT. EVER.

    - If your navigator is incompetant and has wandered into an enemy hex and you recieve a mandatory mission, you may logoff and relog on as long as you do not do this repeatedly. You are NOT ALLOWED to FORFEIT a mission.

    - DO NOT park your ship anywhere near the front lines and go AFK. You will cause forfeits this way. Logoff the server till you come back as you may take up a player slot.

    - Do not EVER ALT-F4 out of a bugged mission. In case of a buggy mission, the attacker must fly off the map and then ESC FORFEIT in battle to get it to close. Occasionally the defender may also need to exit the map and ESC Forfeit in battle. The attacker is defined by the side that is in a hex controlled by the enemy at the time of the draft. The defender is defined as the side that is in their own home space at the time of the draft.[/list]
    « Last Edit: January 18, 2008, 10:21:48 pm by Dizzy »

    Offline Dizzy

    • Captain
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    • Posts: 6179
    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #1 on: April 07, 2007, 12:17:17 pm »
    General Rules

      - If you are in a PvP and you disengage or are destroyed and there are others still fighting, you may not leave the game until the match is finished.

      - If a mission causes all players to drop, then all those players must attempt to log back on and retry the mission at least once allowing the player with a slower connection to draft. If this player is known to cause drops or lags, this player must not be on the front lines drafting, being drafted and causing connection issues. It isnt fair to anyone else. They need to do missions elsewhere. See this link:
    Make sure your Firewall is OFF! In the event some connections just will not hold between players, a player may request a TCP/IP connection to play out the battle. Such requests should be honored when connections do not hold and a battle for a hex is underway.

    - If the server goes down and players are still in a mission, VC period ends, or the server concludes, it still counts. Once the server comes back up, the losing team at the request of the winning team is obliged to be drafted and disengage to properly reflect the DV change on the map if possible.

    - During some missions, a player's name may not be indicated on their ship. If you suspect you are playing against a human, type a greeting in the chat.  All other human players are required to immediately respond with a text chat greeting and identify the ship they are in. Some missions drop hosts and clients. In suspected situations, a player has the right to ask if their opponent(s) is still present and that player(s) is required to immediately respond with a text chat greeting.

    -Players breaking rules may be subject to any penalty deemed appropriate by the admin(s).

    - All other rules regarding being kind, curteous and reasonable, same as past servers.[/list]
    « Last Edit: January 18, 2008, 10:20:42 pm by Dizzy »

    Offline Dizzy

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    • *
    • Posts: 6179
    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #2 on: April 07, 2007, 12:17:32 pm »
    Line Ship List:

    Federation:

      Federation   FF   F-FLG
      Federation   FF   F-FLG+
      Federation   FF   F-FLGR
      Federation   FF   F-FFG
      Federation   FF   F-FFGR
      Federation   FF   F-FFL
      Federation   FF   F-FFL+
      Federation   FF   F-FFLR
      Federation   FF   F-FFB
      Federation   FF   F-DD
      Federation   FF   F-DD+
      Federation   FF   F-DDL
      Federation   FF   F-DDL+
      Federation   FF   F-DW
      Federation   CL   F-CL
      Federation   CL   F-CL+
      Federation   CL   F-CLR
      Federation   CL   F-NCL
      Federation   CL   F-NCL+
      Federation   CL   F-NCLR
      Federation   CA   F-CAR
      Federation   CA   F-CAR+
      Federation   CA   F-CAR+R
      Federation   CA   F-NCA
      Federation   CA   F-NCM
      Federation   CA   F-NAL

    Gorn

      Gorn   FF   G-FF
      Gorn   FF   G-FF+
      Gorn   FF   G-DD
      Gorn   FF   G-DD+
      Gorn   FF   G-DDF
      Gorn   FF   G-BDD
      Gorn   FF   G-BDD+
      Gorn   CL   G-HDD
      Gorn   CL   G-HDD+
      Gorn   CL   G-CL
      Gorn   CL   G-CL+
      Gorn   CL   G-CLF
      Gorn   CA   G-CA
      Gorn   CA   G-CA+
      Gorn   CA   G-BC
      Gorn   CA   G-CM
      Gorn   CA   G-CS


    Hydran

      Hydran   FF   H-HN
      Hydran   FF   H-LN
      Hydran   FF   H-LN+
      Hydran   FF   H-KN
      Hydran   FF   H-KN+
      Hydran   FF   H-DWF
      Hydran   FF   H-DWH
      Hydran   CL   H-HR
      Hydran   CL   H-HR+
      Hydran   CL   H-TR
      Hydran   CL   H-TR+
      Hydran   CL   H-LNH1
      Hydran   CL   H-LNH2
      Hydran   CL   H-LNH3
      Hydran   CL   H-LNHM1
      Hydran   CL   H-LNHM2
      Hydran   CL   H-LNHM3
      Hydran   CL   H-MNG
      Hydran   CL   H-TAR
      Hydran   CA   H-RN
      Hydran   CA   H-RN+
      Hydran   CA   H-RGR
      Hydran   CA   H-DG
      Hydran   CA   H-DG+
      Hydran   CA   H-MHK
      Hydran   CA   H-CHY
      Hydran   CA   H-IRQ
      Hydran   CA   H-IRF

    ISC

      ISC   FF   I-FF
      ISC   FF   I-FFW
      ISC   FF   I-DD
      ISC   FF   I-DDW
      ISC   FF   I-DDZ
      ISC   FF   I-DDL
      ISC   FF   I-DDLZ
      ISC   FF   I-DDG
      ISC   FF   I-DDGZ
      ISC   FF   I-DW
      ISC   CL   I-CL
      ISC   CL   I-CLW
      ISC   CL   I-CLY
      ISC   CL   I-CLZ
      ISC   CL   I-CM
      ISC   CL   I-CMP
      ISC   CL   I-CMZ
      ISC   CL   I-CW
      ISC   CA   I-NCA

    Klingon

      Klingon   FF   K-F5
      Klingon   FF   K-F5K
      Klingon   FF   K-F5KR
      Klingon   FF   K-F5B
      Klingon   FF   K-F5Y
      Klingon   FF   K-F5W
      Klingon   FF   K-FWK
      Klingon   CL   K-D5
      Klingon   CL   K-D5K
      Klingon   CL   K-D5KR
      Klingon   CL   K-D5F
      Klingon   CL   K-D5FK
      Klingon   CL   K-RKL
      Klingon   CL   K-RKLY
      Klingon   CA   K-D6
      Klingon   CA   K-D6B
      Klingon   CA   K-D6K
      Klingon   CA   K-D6KR
      Klingon   CA   K-D7
      Klingon   CA   K-D7B
      Klingon   CA   K-D7K
      Klingon   CA   K-D7KR
      Klingon   CA   K-D5W
      Klingon   CA   K-DWN
      Klingon   CA   K-DDW

    Lyran

      Lyran   FF   L-FF
      Lyran   FF   L-FF+
      Lyran   FF   L-FFp
      Lyran   FF   L-FFF
      Lyran   FF   L-DD
      Lyran   FF   L-DD+
      Lyran   FF   L-DDp
      Lyran   FF   L-DDF
      Lyran   FF   L-DW
      Lyran   FF   L-DW+
      Lyran   FF   L-DWp
      Lyran   FF   L-DWPp
      Lyran   FF   L-DWF
      Lyran   CL   L-CL
      Lyran   CL   L-CL+
      Lyran   CL   L-CLp
      Lyran   CL   L-CLF
      Lyran   CL   L-CW
      Lyran   CL   L-CW+
      Lyran   CL   L-CWp
      Lyran   CL   L-CWPp
      Lyran   CL   L-CWF
      Lyran   CA   L-CA
      Lyran   CA   L-CA+
      Lyran   CA   L-CAp
      Lyran   CA   L-CAF
      Lyran   CA   L-NCA
      Lyran   CA   L-NCAF
      Lyran   CA   L-CAL
      Lyran   CA   L-CALF

    Mirak

      Mirak   FF   Z-FF
      Mirak   FF   Z-FF+
      Mirak   FF   Z-FFR
      Mirak   FF   Z-FFK
      Mirak   FF   Z-FFKR
      Mirak   FF   Z-FH
      Mirak   FF   Z-FH+
      Mirak   FF   Z-FHR
      Mirak   FF   Z-DD
      Mirak   FF   Z-DDR
      Mirak   CL   Z-CL
      Mirak   CL   Z-CL+
      Mirak   CL   Z-CLR
      Mirak   CL   Z-CM
      Mirak   CL   Z-CM+
      Mirak   CA   Z-CA
      Mirak   CA   Z-CS
      Mirak   CA   Z-NCA
      Mirak   CA   Z-BC
      Mirak   CA   Z-BCR

    Romulan

      Romulan   FF   R-SNA
      Romulan   FF   R-SNAR
      Romulan   FF   R-SNB
      Romulan   FF   R-SEA
      Romulan   FF   R-KF4
      Romulan   FF   R-K5R
      Romulan   FF   R-K5RB
      Romulan   FF   R-SKA
      Romulan   CL   R-SPA
      Romulan   CL   R-SPA+
      Romulan   CL   R-KFR
      Romulan   CL   R-KDR
      Romulan   CA   R-KR
      Romulan   CA   R-KRB
      Romulan   CA   R-K7R
      Romulan   CA   R-K7RB
      Romulan   CA   R-FHA
      Romulan   CA   R-FHK
      Romulan   CA   R-RGK
      Romulan   CA   R-KWR
    « Last Edit: April 07, 2007, 01:04:48 pm by Dizzy »

    Offline Dizzy

    • Captain
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    • Posts: 6179
    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #3 on: April 07, 2007, 12:17:51 pm »
    Reserved Post3

    Offline KAT Chuut-Ritt

    • Vice Admiral
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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #4 on: April 07, 2007, 11:51:13 pm »
    Shouldn't the DDs of all races be in the lineship list?

    Offline FPF-DieHard

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #5 on: April 08, 2007, 12:08:47 am »
    Shouldn't the DDs of all races be in the lineship list?

    Yes
    Who'd thunk that Star-castling was the root of all evil . . .


    Offline Dizzy

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #6 on: April 08, 2007, 12:39:29 am »
    What DD's arnt listed and dont play favorites please.

    Offline FPF-DieHard

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #7 on: April 11, 2007, 11:40:18 am »
    What DD's arnt listed and dont play favorites please.

    The Fed DDG series should be line ships but they are so rarely flown that it doesn't matter.
    Who'd thunk that Star-castling was the root of all evil . . .


    Offline Dizzy

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #8 on: April 11, 2007, 11:46:30 am »
    Some of these ships fall under the .5 move category anyway and are thus exempt from being worth a PvP Point if alone in battle unless facing an equal move cost ship. The rules have been amended for the latter.

    Offline KBFLordKrueg

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #9 on: April 11, 2007, 09:27:08 pm »
    Mosh Pit (center of the map):


    - Mosh pit is located in the middle of the map between Fed and Klink space.
    - It is considered hazardous space and limited to single non X ships with .67 or less move cost or an FF/PF Squadron which counts as a single .67 ship.
    - For a group of two or three, one player may fly a .67 ship, the other wingmates must be move cost .5 or less.

    - VC's, Disengage Rules and shiploss penalties do not apply in the Mosh Pit.


    Because so many seem to be unaware of the restrictions on ships operating in this area.
    Lord Krueg
    KBF CO
    We are the Dead

    Offline Dizzy

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #10 on: April 11, 2007, 09:37:26 pm »
    And it's worth mentioning those hexes are all 5 DV max I think...

    Offline Kruk

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #11 on: April 12, 2007, 07:35:02 pm »
    Sounds like a fun server.

    I've been away for too long I guess I need some updates. How do you receive those legendary upgardes? The server admin creates a hubber ship for you?

    From what I read it looks like this server is meant to be played with one single ship, now I like that.

    Nice map

    If I can get my high speed internet working, I might be able to finaly download everything, install the game and maybe fly a few missions.

    Offline Dizzy

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #12 on: April 12, 2007, 09:07:06 pm »
    It's all about one ship, but there are ways to fly fleets, but its limited.

    Good to see ya kruk. Keep me apprised of your internet setup...

    Offline SSCF_Ronkaron

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #13 on: April 13, 2007, 05:02:29 pm »
    hi,
    Where can i find the OP+4 file ?, its not the one in the downloads ? i tried that but then  sgo6 doesnt accept it.

    Offline Dizzy

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #14 on: April 13, 2007, 05:30:20 pm »
    Hi Ronkaron. In preperation for running the SGO6 Installer and then the included SG7 patch to be able to play SGO7 server, you need to follow the steps in this thread and have installed Op+4.0: http://www.dynaverse.net/forum/index.php/topic,163359567.msg1122612718.html#msg1122612718

    Let me know if you have any further questions... And great to have you on board!

    Offline Dizzy

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #15 on: April 16, 2007, 09:53:31 pm »
    Mid server rule addition:

    B10 Fleeting Rules: These were completely left out of the rules by accident... they were discussed along with the FYA but never implemented... so here they are:

    • B-10 may fleet with max of 2 CL's. One must be a Command/Line and the other may be any non-X tech CL or a DDX. In addition one of the 2 CL's must be Klingon.

    Offline FPF-DieHard

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #16 on: April 17, 2007, 12:50:15 pm »
    B10s are for skirt-wearing sissy boys.  Real warriors fly the E4B, and they LIKE it.

    Kroma has never flow a B10
    Who'd thunk that Star-castling was the root of all evil . . .


    Offline Kruk

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #17 on: April 18, 2007, 12:53:15 am »
    Hey

    I'm trying to logon and I can't. I installed everything (patch, OP+ with models, script, SG6 and SG7 patch). When I get to the Dyna logon screen, I enter my email address, password and gamespy account name (new account just created) and it tells me that they cannot find my account. Would it be because I just created like 30 minutes ago or something? Should I wait a little longer.

    Anyhow, any help or advice would be appreciated

    Offline SkyFlyer

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #18 on: April 18, 2007, 01:43:37 am »
    makesure your password, email, and gamespy account all match what you made, including case... and there might be a time delay, not sure.
    Life is short... running makes it seem longer.

    "A god who let us prove his existence would be an idol" - Dietrich Bonhoeffer

    Offline KAT Chuut-Ritt

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    Re: Slave Girls of Orion VII: License to Shag (Sticky)
    « Reply #19 on: April 18, 2007, 01:55:58 am »
    B10s are for skirt-wearing sissy boys.  Real warriors fly the E4B, and they LIKE it.

    Kroma has never flow a B10

    I think kroma's hips would require at least a B-52.   ;D