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Author Topic: Bay 12 Space Program (Kerbal Space Program)  (Read 10540 times)

Zanzetkuken The Great

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Bay 12 Space Program (Kerbal Space Program)
« on: February 09, 2015, 11:31:30 pm »

It is odd.  While upon most of the planet, our intelligence is very basic, but around one particular location, our knowledge spikes severely.  An area of items that would take us hundreds, likely thousands of years to achieve suddenly becomes comprehendable.  While we do make mistakes, we are able to rebuild what we use up.  It was years ago that our tribe had discovered this place, but now we have managed to construct an array of facilities upon the nearest point of the mainland to the site.  When we rebuilt the database, many of us took on new names.  Names such as Jebidiah, Bill, and Dawton.  However, the leaders, in charge of mission control.  Have taken up different names.  Those of the ones who built the facility, calling themselves Bay Watchers, and their grand elders, Toady One, Threetoe, Scamps, and Dwarf Fortress.

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« Last Edit: April 19, 2015, 11:54:04 pm by Zanzetkuken The Great »
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Zanzetkuken The Great

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #1 on: February 10, 2015, 05:17:37 pm »

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Sheb

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #2 on: February 10, 2015, 05:19:07 pm »

PTW
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Aseaheru

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #3 on: February 10, 2015, 07:47:19 pm »

Dump me on the list.
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Shadowlord

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #4 on: February 10, 2015, 09:25:11 pm »

Any thoughts on mods?
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Aseaheru

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #5 on: February 10, 2015, 10:14:31 pm »

I have a bunch that I would love to have added, namely KAS, Karbonite, Raster Prop Monitor (and a few of the things that go with it), KSPX, possibly the Mk4 space plane system, whatever adds the Mk3 marble8 cockpit, the thing that adds the mk3 loading ramp, and if its not going to be a career mode game, BD armory.
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Orange Wizard

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #6 on: February 10, 2015, 10:19:54 pm »

Might be best to avoid anything beyond basic mods.

I'll hop on the turn list, though. Before things get too hectic and I destroy everything through ineptitude.
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PTTG??

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #7 on: February 10, 2015, 10:36:08 pm »

I'm down. I recommend installing a mod that rebalances strategies... CKAN may be ideal for everyone to use to make sure we stick to the same versions. I agree it should be as close to stock as possible... but some things need to be modded.
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Zanzetkuken The Great

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #8 on: February 10, 2015, 10:42:26 pm »

I'm down. I recommend installing a mod that rebalances strategies... CKAN may be ideal for everyone to use to make sure we stick to the same versions. I agree it should be as close to stock as possible... but some things need to be modded.

Installation of mods depends upon if we decide to use the current version, or the 1.0.
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MarcAFK

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #9 on: February 11, 2015, 12:39:14 am »

PTW, and possibly to add myself to the turn list, but maybe not knowing my history for faffing about when my turn is up :P
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Orange Wizard

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #10 on: February 11, 2015, 01:05:00 am »

I'm down. I recommend installing a mod that rebalances strategies... CKAN may be ideal for everyone to use to make sure we stick to the same versions. I agree it should be as close to stock as possible... but some things need to be modded.
Installation of mods depends upon if we decide to use the current version, or the 1.0.
Should we just downgrade to the latest stable version and call it a day?
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Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Aseaheru

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #11 on: February 11, 2015, 01:28:15 am »

If we have mods we should just pass around the entire game. Prevents issues.
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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #12 on: February 11, 2015, 01:29:13 am »

We don't really know how long until 1.0 and I'd bet on it being longer than shorter. I vote current version.

If we have mods we should just pass around the entire game. Prevents issues.

Agreed. I still propose CKAN to keep it on the most recent version.
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Aseaheru

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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #13 on: February 11, 2015, 01:36:25 am »

That... Sounds useful. I think I need to get it...

Also, are we planning on using life support? Building functional colonies?
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Re: Bay 12 Space Program (Kerbal Space Program)
« Reply #14 on: February 11, 2015, 01:55:58 am »

Life support would demand that other players fulfill missions for others, and while cooperation is ideal, I wouldn't want someone to spend all three of their launches trying to bring life support up to some other player's station.

I recommend Kethane or Karbonite, but not life support.
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