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Epsilon 5

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Everything posted by Epsilon 5

  1. Crap!! But xp pro is 250 oem, 500 retail! Where am I going to find that money??? (and I thought I could last with 98 for at least 2-3 years more)
  2. quote:Originally posted by Supreme Cmdr: Didn't someone already mention that it is an mp feature not possible in sp? I think not.
  3. Yeah I always laugh at the transporter
  4. quote:Further, fleet servers are NOT for free-for-all. Didn't you say before that a few servers would be there specifically for free-for-all?
  5. Hey, to stress the system all you need is fleet command
  6. I went. I read. I found it was bu11$#!t
  7. quote:Any man can make a mistake. Hmm... maybe more like ALL mens do make mistake... but few admit it, right...? (and that includes womens too, just in case )
  8. quote:Originally posted by Guardian452: ok....saves are now good for good. Too bad - I was quite pleased with my crew. Even Resnig had stopped chewing on his Galcom neck pin...... LOL!
  9. That would be interesting... switching from passive to active radar would change the range at which you see ships and get detected... but stations are so big, you can't miss em... and ODS emit ALOT of radar energy (bleeps on tascan)... and i suppose you could always see friendlies since... well.. they're friendlies. And yes, you should always see anomalies and jump points because (wild guess) they emit alot of energy, right? But with that it would be necessary to change tactics... but the sneaking thing is very interesting... Maybe an option to enable/disable at the start of a (new) game?
  10. Whoohoo a bragging thread! Thunderbird 950mhh Tyan S2390B 1x256mb 133mhz ram Asus GeForce 2 MX400 64mb [pure] drivers 23.11 Windows 98se french Default settings (windows config) 800x600x32 All settings on, particle contrails Space flying around ~80fps Space low activity ~75fps Space high activity ~65fps Planetary flying around ~70fps Planetary low activity ~65fps Planetary high activity ~60fps FPS - same as planetary Sometimes gets lower that, but is generally temporary.
  11. Never noticed, because the asteroid is always destroyed
  12. I'm the type of guy who fires missiles at point blank range. So vagrants and ralix are my best friends. I ONLY use missiles against large targets, because of the higher shield/armor levels. Simple reason : the pta/iod guns do the job for the rest. I generally send missiles by packs of 4, then wait for the hits/jamming, then send another pack. I never use missiles against stations, since I can destroy any station in a single run (keep firing from 25km to 0 and BOOM!) with my sunflash. Overall I don't use missiles very much because I make generous use of the emd, but it's always fun to empty all weapon slots on a single starship . Only bad thing : Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile launched. Missile pods are emtpy. I don't use small and long range missiles, because I can never do damage quick enough for it to be durable, unless I attack ground targets that can blow me out of the sky in matter of seconds if I stay within laser turret's range. The quantity of missiles that I shoot is proportional to the quantity of damage the enemy did to me I generally never run out of missiles.
  13. Playing DAOC at the same time as BCM? eek, you're in for some fun!
  14. I saw him once or twice in last weeks when he was still on my trillian contact list...
  15. Err cadet wilco who told you you could get a megaron?
  16. Sig test!
  17. ...and my question?
  18. I can, using a SB AudioPCI, with latest drivers, as said in my profile.
  19. ROTFLMAO!
  20. I know what OTS mean, but after all it's a nuclear warhead, and nukes CAN blow in space, since they don't need air, and it can go in space (since it's launched from space and I've seen it make U-turns, so it can manoeuver in space.
  21. Weird question, but why can't you use nuclear warheads (OTS missiles) against starstations?
  22. Is each PTA gun and IOD cannon equally strong on ANY ship? (at 100% charge)
  23. Well I got inspired by Star Wars... I have a more or less official data sheet about the Eclipse-class star-destroyer.... but all (or almost all) of my ships have main guns, since "my" battles cannot be won with the only use of turret batteries (they're for those pesky bombers and small targets). My main guns shoot like VERY LARGE* x-pulse lasers I saw in the mw4bk demo... but in BC iods couldn't probably shoot as far as it would be needed. *Any bc vessel could fit in the barrel (well maybe not the stormcarrier and the firestorm would probably be tight) Aside from command ships this is the biggest ship I got. [ 01-06-2002: Message edited by: Epsilon 5 ]
  24. Bah, my firewall already does that.. had to manually play in the settings to have the smileys in the bcforum, easy stuff (you click on the smileys within a popup)
  25. NOTICE TO ALL USERS AND VISITORS OF ACTIVE WORLDS _____________________________________________________ I got a note about changes in active worlds. Full text : http://www.activeworlds.com/letter.html Main part for the lasy ones : quote: As many of you remember, Activeworlds Corp. began charging a fee for citizenship back in 1997. It was a flat fee and helped get us over the financial hurdle we then faced. We have not changed this pricing in almost 5 years. In our early days of slow development and largely volunteer workforce it was much easier to keep our costs at breakeven. Since those days, we have expanded all areas of our staff and hardware. To say it in business terms, the cost to revenue ratio has grown disproportionately over the last year. The costs of adding staff, hardware and connectivity, along with a sagging economy have eaten into our revenues, much like many other software companies. Contracts we counted on have lapsed as companies have gone out of business. While we firmly believe that markets for our product will develop and grow, we are increasingly in a position where we have to make very difficult decisions. To put it simply, we need to increase revenue so that we can be profitable or at least break even. Although our software and community are unlike any other, Active Worlds is also a business, very much like every other. The choice is this; continue making these great enhancements to the Active Worlds technology and change our pricing structure to support it, or stay with our current pricing and almost certainly AW 3.3 becomes our last version. Now you see why I said there were difficult decisions to make. Our preferred choice would be, change the pricing structure and keep AW at the forefront of Internet 3D. The following is our proposed new pricing model: 1. Tourist mode would be eliminated. 2. New users, who log in, would have to input a credit card number and would be able to enjoy Active Worlds for free as a citizen for 2 weeks. 3. After the 2-week period, they would be charged $9.50 per month until they cancel their subscription. This new pricing structure would go into effect on the 3rd of January, but no existing users would be affected for this initial period. Renewals would still be done at the regular $19.95, per year and sometime in early February we would announce what kind of pricing program we can offer the existing user base. We certainly appreciate all the years of dedicated loyalty you have offered to both the AW software and the community, and we will do everything in our power to offer you the best possible rate while still being able to provide regular upgrades to the Active Worlds software. This plan comes out to a little over $2.00 a week per new user. This weekly cost is less then a cup of coffee and a donut, which some of us get every day. There are many things we all buy weekly or daily that cost a lot more than this and yet give far less enjoyment than our time in AW. We realize this is a large increase over our original pricing, and yet we see no other way we can continue our current level of support with less. You are the voice, and ultimately you will decide if Active Worlds is worth $2.00 per week. We respect your opinions, but please understand that without this change, 3.3 will probably be the final upgrade for Active Worlds. It is our hope that you will feel that Active Worlds is worth enhancing and that together we can help make it better with each new version release. We know we are asking for a tremendous amount of understanding from all of you, and we hope we will continue to earn your business by providing you with even greater things in the future of Active Worlds. We truly believe this is the best approach to take that will ensure the long-term success of the Active Worlds technology and its community. We hope you will all agree. Thank you once again for all your support and loyalty these past years, it has been a great journey together and we shall forever remain grateful. Rick Noll President Activeworlds Corp. I'd say that they're right and should go ahead. Since the current pricing is 20$ per year, while theirs will mean 114$ per year, you realise this mean 5 times more money to them, and so with that money active worlds can survive.
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