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	<channel>
		<title><![CDATA[Hopeful Horizon - All Forums]]></title>
		<link>http://hopefulhorizon.890m.com/forum/</link>
		<description><![CDATA[Hopeful Horizon - http://hopefulhorizon.890m.com/forum]]></description>
		<pubDate>Sat, 05 Jul 2008 14:11:51 -0700</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Ventrillo]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=180</link>
			<pubDate>Fri, 04 Jul 2008 18:34:54 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=180</guid>
			<description><![CDATA[I know you don't really like Vent a whole lot (Mason), but RG has offered to give us use of their Vent server, free.  Let me (or them) know what you think.]]></description>
			<content:encoded><![CDATA[I know you don't really like Vent a whole lot (Mason), but RG has offered to give us use of their Vent server, free.  Let me (or them) know what you think.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My new set up]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=179</link>
			<pubDate>Thu, 03 Jul 2008 22:45:19 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=179</guid>
			<description><![CDATA[Due to the problem of my old 8600 GT overheating I broke down and got the 8800 GT I have been wanting. Anyways with the new 8800 came two more Digital to VGA adapters so I was able to plug another monitor in. I know have two monitors for my computer and its awesome. <br />
<br />
Anyways my new card is great I can play Crysis, Assassins Creed, and Company of Heroes all maxed out. Not at the same time though :( hahah!<br />
<br />
I just felt like sharing that with you guys]]></description>
			<content:encoded><![CDATA[Due to the problem of my old 8600 GT overheating I broke down and got the 8800 GT I have been wanting. Anyways with the new 8800 came two more Digital to VGA adapters so I was able to plug another monitor in. I know have two monitors for my computer and its awesome. <br />
<br />
Anyways my new card is great I can play Crysis, Assassins Creed, and Company of Heroes all maxed out. Not at the same time though :( hahah!<br />
<br />
I just felt like sharing that with you guys]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GAX online]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=178</link>
			<pubDate>Mon, 30 Jun 2008 18:13:59 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=178</guid>
			<description><![CDATA[ Visit GAX - The Gamers Social Network<br />
<br />
<br />
GAX online is a network that connects you with gamers<br />
<br />
It really is a great place I would suggest joining it or at lest looking into it <br />
<br />
 View my page on GAX - The Gamers Social Network]]></description>
			<content:encoded><![CDATA[ Visit GAX - The Gamers Social Network<br />
<br />
<br />
GAX online is a network that connects you with gamers<br />
<br />
It really is a great place I would suggest joining it or at lest looking into it <br />
<br />
 View my page on GAX - The Gamers Social Network]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[YES!!!!!!  v1.1 will be out within the month]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=177</link>
			<pubDate>Mon, 30 Jun 2008 08:14:04 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=177</guid>
			<description><![CDATA[Kryo said "mid-July"<br />
<br />
http://forums.sinsofasolarempire.com/316556<br />
<br />
---------------------------------------------------------------------------<br />
Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist <br />
---------------------------------------------------------------------------<br />
<br />
---------------------------------------------------------------------------<br />
Gameplay / Balance:<br />
---------------------------------------------------------------------------<br />
-Kol Battleship:<br />
     -Fix for Finest Hour not applying all of its splash damage correctly.<br />
<br />
-Marza Dreadnaught:<br />
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)<br />
 <br />
-Sova Carrier:<br />
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.<br />
 <br />
-Dunov Battlecruiser:<br />
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750<br />
     -Shield Restore AM cost reduced from 90 to 65 for all levels<br />
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels<br />
<br />
-Cielo Command Cruiser:<br />
     -Designate Target damage bonus increased from 25% to 40%.<br />
<br />
-Radiance Battleship:<br />
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.<br />
<br />
-Rapture Battlecruiser:<br />
     -Vengeance antimatter cost decreased from 75 to 70.<br />
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.<br />
     -Units acquired with Domination will now have their orders reset.<br />
<br />
-Domina Subjugator:<br />
     -Suppression antimatter cost decreased from 100 to 75.<br />
     -Suppression cooldown decreased from 40 secs to 30 secs.<br />
     -Suppression duration increased from 40 secs to 90 secs.<br />
<br />
-Kortul Devastator:<br />
     -Jam Weapons antimatter cost decreased from 75 to 70.<br />
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.<br />
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.<br />
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.<br />
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.<br />
     -Disruptive Strikes duration increased from 10 secs to 15 secs.<br />
     -Now costs 250 crystal as originally intended. (thx bailknight)<br />
<br />
-Skirantra Carrier:<br />
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.<br />
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.<br />
<br />
-Antorak Marauder:<br />
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.<br />
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.<br />
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.<br />
<br />
-Vulkoras Desolator:<br />
     -Disintegration cooldown decreased from 120 secs to 90 secs.<br />
<br />
-Stilakus Subverter:<br />
     -Distortion Field antimatter cost increased from 100 to 200.<br />
     -Distortion Field duration decreased from 30 secs to 20 secs.<br />
 <br />
-Iconus Guardian:<br />
     -Repulsion is now a channeling and interruptable ability.<br />
 <br />
-Serevun Overseer:<br />
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.<br />
 <br />
-Illuminator Vessel<br />
     -Frontal bank damage reduced from 58.5 to 53.5.<br />
     -Side bank damage reduced from 30.3 to 27.25.<br />
<br />
-Returning Armada:<br />
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.<br />
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.<br />
     -Cooldown increased to 10 minutes at all levels.<br />
     -Phase Stabilizers now have 0 max antimatter.<br />
   <br />
-Scenario and Galaxy Generation:<br />
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much).  <br />
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.<br />
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.<br />
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.<br />
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).<br />
     -Fix for Implosion having wonky spawn probabilities.<br />
     -Removed non-plural browse picture for Hyperion's Gates.<br />
 <br />
-TEC Research:<br />
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.<br />
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.<br />
 <br />
-Advent Research:<br />
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.<br />
 <br />
-Vasari Research:<br />
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.<br />
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.<br />
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.<br />
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.<br />
 <br />
-All frigates and cruisers now spawn with full antimatter.<br />
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.<br />
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.<br />
-All anti-strike craft frigates' base DPS reduced by 43%.<br />
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.<br />
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.<br />
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.<br />
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.<br />
-Abilities can now require resources to be used instead of antimatter.<br />
-Fix for capital ships not being able to build squads.<br />
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).<br />
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).<br />
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.<br />
-Fixed bug with being to see weapon ranges of non-detected ships.<br />
-Buffs are now removed from targets, where appropriate, if their player ownership changes.<br />
-Fix GetExtractionIncomeBonus mistake with bonus amt.<br />
-Better blocking of defeated players being able to use the market and bounty.<br />
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.<br />
-Jump Field Generator artifact now also allows travel through wormholes.<br />
<br />
---------------------------------------------------------------------------<br />
Graphics:<br />
---------------------------------------------------------------------------<br />
-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines. <br />
-18 completely redone and touched up meshes.<br />
-Dozens completely redone and touched up mesh textures.<br />
-Lots of new explosion effects and textures.<br />
-A variety of minor 2d texture upgrades and/or replacements.<br />
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).<br />
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).<br />
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.<br />
-New explosion system.<br />
-The game doesn't crash if the number of persistent damage effects is close to the max.<br />
-Upped the max number of persistent damage effects.<br />
<br />
---------------------------------------------------------------------------<br />
Sound / Music:<br />
---------------------------------------------------------------------------<br />
-Fix for rotation sounds disappearing when loading save games.<br />
-Fix for losing sounds after migrating hosts. <br />
<br />
---------------------------------------------------------------------------<br />
AI:<br />
---------------------------------------------------------------------------<br />
-Improved AI ability choice and usage.<br />
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).<br />
-Fix for ships not attacking modules all the time.<br />
-Set the correct difficulty of dropped players converted to AI.<br />
-Improved when AI decides to build capitalships.<br />
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).<br />
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)<br />
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.<br />
-Improved AI building of tradeports and refineries.<br />
-Further improved AI bounty logic so human players can't cheese the AI so easily.<br />
-Auto join fleet members now inherit auto attack range.<br />
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).<br />
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.<br />
-Fix path-finding crash.<br />
<br />
---------------------------------------------------------------------------<br />
Networking / Multiplayer:<br />
---------------------------------------------------------------------------<br />
-Introducing the beta of Ironclad's new game networking technology "Alloy":<br />
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers. <br />
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online. <br />
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.<br />
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.<br />
     -Technically proficient users can always choose to disable Alloy and handle the details manually.<br />
<br />
-Synchronization:<br />
     -Fixed loading mods potentially causing a sync problem.<br />
     -Robustness added to various network commands so they don't crash when out of sync.<br />
     -Scenario files are now checked to make sure they don't differ in multiplayer games.<br />
     -Meshes are now checksummed in order to detect sync errors faster.<br />
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.<br />
<br />
-Ignore system added so specific players can be ignored in ICO and in-game.<br />
-Fixed assert in GalaxyGenerator causing socket error.<br />
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.<br />
-Fix for losing sounds after migrating hosts. <br />
-Players can now attach their email to their ICO account to improve future support.<br />
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.<br />
-Previewing galaxies in ICO will no longer kick you back to the single player screen.<br />
-No more spamming of "host has changed game settings" in the game lobby.<br />
-Fixed false negatives being reported for ICO-game hosting.<br />
-All clients are notified if the host changes the game settings while in the game lobby screen.<br />
-New ICO screen for managing game hosting.<br />
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.<br />
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.<br />
<br />
---------------------------------------------------------------------------<br />
User Interface / HUD:<br />
---------------------------------------------------------------------------<br />
-New Mini Underground Window<br />
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:<br />
           -Buying and selling resources.<br />
           -Viewing the current bounty target and the raid time remaining. <br />
           -The ability to increment the bounty on the player with current highest bounty.<br />
     -All these actions are now hooked up to hotkeys.<br />
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.<br />
<br />
-Hotkeys:<br />
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)<br />
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)<br />
      -Hotkeys added for opening up specific tabs in the global windows:<br />
           Examples:  <br />
                 - Research Window: Combat, Non-combat, Artifact, Fleet<br />
                 - NPC Window: Market, Pirates<br />
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.<br />
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.<br />
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.<br />
 <br />
-Empire Tree:<br />
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.<br />
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. <br />
       -Empire Tree now updates if paused.<br />
       -Fix Empire Tree crash.<br />
       -Fixed a bug in the "show selected node" algorithm.<br />
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.<br />
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.<br />
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship. <br />
<br />
-Fix missing planet type descriptions from scenariodef file.<br />
-Fix for crash when selecting player portraits.<br />
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).<br />
-Both combat and non-combat lab counts are displayed in the open research button infocard.<br />
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.<br />
-Changed button text to show credit cost on press instead of /unit of resource.<br />
-Added colors to text that the big market screen uses.<br />
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.<br />
<br />
---------------------------------------------------------------------------<br />
Modding:<br />
---------------------------------------------------------------------------<br />
-Maximum number of buildable capital ship types per race increased from 5 to 9.<br />
-Abilities can now require resources to be used instead of antimatter.<br />
-Fixed loading mods potentially causing a sync problem.<br />
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).<br />
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.<br />
-New convertdata can convert binary to text as well.<br />
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).<br />
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).<br />
-Various improvements to GalaxyForge.<br />
<br />
---------------------------------------------------------------------------<br />
Misc:<br />
---------------------------------------------------------------------------<br />
-Fix crash bug with array out of bound values with Resource Focus.<br />
-Fixed a crash in rendering certain string types. <br />
-Screenshot Changes<br />
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.<br />
       -Take screenshot on singlestep<br />
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.<br />
-Fixed bug where temp ships where messing up statistics (causing them to go negative).<br />
-Fixed a null pointer crash.<br />
<br />
---------------------------------------------------------------------------<br />
End<br />
---------------------------------------------------------------------------]]></description>
			<content:encoded><![CDATA[Kryo said "mid-July"<br />
<br />
http://forums.sinsofasolarempire.com/316556<br />
<br />
---------------------------------------------------------------------------<br />
Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist <br />
---------------------------------------------------------------------------<br />
<br />
---------------------------------------------------------------------------<br />
Gameplay / Balance:<br />
---------------------------------------------------------------------------<br />
-Kol Battleship:<br />
     -Fix for Finest Hour not applying all of its splash damage correctly.<br />
<br />
-Marza Dreadnaught:<br />
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)<br />
 <br />
-Sova Carrier:<br />
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.<br />
 <br />
-Dunov Battlecruiser:<br />
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750<br />
     -Shield Restore AM cost reduced from 90 to 65 for all levels<br />
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels<br />
<br />
-Cielo Command Cruiser:<br />
     -Designate Target damage bonus increased from 25% to 40%.<br />
<br />
-Radiance Battleship:<br />
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.<br />
<br />
-Rapture Battlecruiser:<br />
     -Vengeance antimatter cost decreased from 75 to 70.<br />
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.<br />
     -Units acquired with Domination will now have their orders reset.<br />
<br />
-Domina Subjugator:<br />
     -Suppression antimatter cost decreased from 100 to 75.<br />
     -Suppression cooldown decreased from 40 secs to 30 secs.<br />
     -Suppression duration increased from 40 secs to 90 secs.<br />
<br />
-Kortul Devastator:<br />
     -Jam Weapons antimatter cost decreased from 75 to 70.<br />
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.<br />
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.<br />
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.<br />
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.<br />
     -Disruptive Strikes duration increased from 10 secs to 15 secs.<br />
     -Now costs 250 crystal as originally intended. (thx bailknight)<br />
<br />
-Skirantra Carrier:<br />
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.<br />
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.<br />
<br />
-Antorak Marauder:<br />
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.<br />
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.<br />
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.<br />
<br />
-Vulkoras Desolator:<br />
     -Disintegration cooldown decreased from 120 secs to 90 secs.<br />
<br />
-Stilakus Subverter:<br />
     -Distortion Field antimatter cost increased from 100 to 200.<br />
     -Distortion Field duration decreased from 30 secs to 20 secs.<br />
 <br />
-Iconus Guardian:<br />
     -Repulsion is now a channeling and interruptable ability.<br />
 <br />
-Serevun Overseer:<br />
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.<br />
 <br />
-Illuminator Vessel<br />
     -Frontal bank damage reduced from 58.5 to 53.5.<br />
     -Side bank damage reduced from 30.3 to 27.25.<br />
<br />
-Returning Armada:<br />
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.<br />
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.<br />
     -Cooldown increased to 10 minutes at all levels.<br />
     -Phase Stabilizers now have 0 max antimatter.<br />
   <br />
-Scenario and Galaxy Generation:<br />
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much).  <br />
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.<br />
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.<br />
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.<br />
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).<br />
     -Fix for Implosion having wonky spawn probabilities.<br />
     -Removed non-plural browse picture for Hyperion's Gates.<br />
 <br />
-TEC Research:<br />
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.<br />
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.<br />
 <br />
-Advent Research:<br />
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.<br />
 <br />
-Vasari Research:<br />
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.<br />
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.<br />
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.<br />
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.<br />
 <br />
-All frigates and cruisers now spawn with full antimatter.<br />
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.<br />
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.<br />
-All anti-strike craft frigates' base DPS reduced by 43%.<br />
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.<br />
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.<br />
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.<br />
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.<br />
-Abilities can now require resources to be used instead of antimatter.<br />
-Fix for capital ships not being able to build squads.<br />
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).<br />
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).<br />
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.<br />
-Fixed bug with being to see weapon ranges of non-detected ships.<br />
-Buffs are now removed from targets, where appropriate, if their player ownership changes.<br />
-Fix GetExtractionIncomeBonus mistake with bonus amt.<br />
-Better blocking of defeated players being able to use the market and bounty.<br />
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.<br />
-Jump Field Generator artifact now also allows travel through wormholes.<br />
<br />
---------------------------------------------------------------------------<br />
Graphics:<br />
---------------------------------------------------------------------------<br />
-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines. <br />
-18 completely redone and touched up meshes.<br />
-Dozens completely redone and touched up mesh textures.<br />
-Lots of new explosion effects and textures.<br />
-A variety of minor 2d texture upgrades and/or replacements.<br />
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).<br />
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).<br />
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.<br />
-New explosion system.<br />
-The game doesn't crash if the number of persistent damage effects is close to the max.<br />
-Upped the max number of persistent damage effects.<br />
<br />
---------------------------------------------------------------------------<br />
Sound / Music:<br />
---------------------------------------------------------------------------<br />
-Fix for rotation sounds disappearing when loading save games.<br />
-Fix for losing sounds after migrating hosts. <br />
<br />
---------------------------------------------------------------------------<br />
AI:<br />
---------------------------------------------------------------------------<br />
-Improved AI ability choice and usage.<br />
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).<br />
-Fix for ships not attacking modules all the time.<br />
-Set the correct difficulty of dropped players converted to AI.<br />
-Improved when AI decides to build capitalships.<br />
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).<br />
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)<br />
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.<br />
-Improved AI building of tradeports and refineries.<br />
-Further improved AI bounty logic so human players can't cheese the AI so easily.<br />
-Auto join fleet members now inherit auto attack range.<br />
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).<br />
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.<br />
-Fix path-finding crash.<br />
<br />
---------------------------------------------------------------------------<br />
Networking / Multiplayer:<br />
---------------------------------------------------------------------------<br />
-Introducing the beta of Ironclad's new game networking technology "Alloy":<br />
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers. <br />
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online. <br />
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.<br />
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.<br />
     -Technically proficient users can always choose to disable Alloy and handle the details manually.<br />
<br />
-Synchronization:<br />
     -Fixed loading mods potentially causing a sync problem.<br />
     -Robustness added to various network commands so they don't crash when out of sync.<br />
     -Scenario files are now checked to make sure they don't differ in multiplayer games.<br />
     -Meshes are now checksummed in order to detect sync errors faster.<br />
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.<br />
<br />
-Ignore system added so specific players can be ignored in ICO and in-game.<br />
-Fixed assert in GalaxyGenerator causing socket error.<br />
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.<br />
-Fix for losing sounds after migrating hosts. <br />
-Players can now attach their email to their ICO account to improve future support.<br />
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.<br />
-Previewing galaxies in ICO will no longer kick you back to the single player screen.<br />
-No more spamming of "host has changed game settings" in the game lobby.<br />
-Fixed false negatives being reported for ICO-game hosting.<br />
-All clients are notified if the host changes the game settings while in the game lobby screen.<br />
-New ICO screen for managing game hosting.<br />
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.<br />
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.<br />
<br />
---------------------------------------------------------------------------<br />
User Interface / HUD:<br />
---------------------------------------------------------------------------<br />
-New Mini Underground Window<br />
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:<br />
           -Buying and selling resources.<br />
           -Viewing the current bounty target and the raid time remaining. <br />
           -The ability to increment the bounty on the player with current highest bounty.<br />
     -All these actions are now hooked up to hotkeys.<br />
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.<br />
<br />
-Hotkeys:<br />
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)<br />
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)<br />
      -Hotkeys added for opening up specific tabs in the global windows:<br />
           Examples:  <br />
                 - Research Window: Combat, Non-combat, Artifact, Fleet<br />
                 - NPC Window: Market, Pirates<br />
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.<br />
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.<br />
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.<br />
 <br />
-Empire Tree:<br />
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.<br />
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. <br />
       -Empire Tree now updates if paused.<br />
       -Fix Empire Tree crash.<br />
       -Fixed a bug in the "show selected node" algorithm.<br />
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.<br />
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.<br />
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship. <br />
<br />
-Fix missing planet type descriptions from scenariodef file.<br />
-Fix for crash when selecting player portraits.<br />
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).<br />
-Both combat and non-combat lab counts are displayed in the open research button infocard.<br />
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.<br />
-Changed button text to show credit cost on press instead of /unit of resource.<br />
-Added colors to text that the big market screen uses.<br />
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.<br />
<br />
---------------------------------------------------------------------------<br />
Modding:<br />
---------------------------------------------------------------------------<br />
-Maximum number of buildable capital ship types per race increased from 5 to 9.<br />
-Abilities can now require resources to be used instead of antimatter.<br />
-Fixed loading mods potentially causing a sync problem.<br />
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).<br />
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.<br />
-New convertdata can convert binary to text as well.<br />
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).<br />
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).<br />
-Various improvements to GalaxyForge.<br />
<br />
---------------------------------------------------------------------------<br />
Misc:<br />
---------------------------------------------------------------------------<br />
-Fix crash bug with array out of bound values with Resource Focus.<br />
-Fixed a crash in rendering certain string types. <br />
-Screenshot Changes<br />
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.<br />
       -Take screenshot on singlestep<br />
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.<br />
-Fixed bug where temp ships where messing up statistics (causing them to go negative).<br />
-Fixed a null pointer crash.<br />
<br />
---------------------------------------------------------------------------<br />
End<br />
---------------------------------------------------------------------------]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My Epic Tale of Dungeons and Dragons]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=176</link>
			<pubDate>Mon, 30 Jun 2008 00:03:13 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=176</guid>
			<description><![CDATA[<br />
Quote:This is all taken from my GAX blog which can be found here<br />
<br />
<br />
<br />
As many of us know D&amp;D 4th edition just recently was released and with it the adventure Keep on the Shadowfell. I have always been interested in Dungeons and Dragons and have attempted many a time to play the game although never to any success. Along with unsuccessfully trying to play D&amp;D I had never been able to form a group to play, none of my friends wanted to play and the few times I did get a friend too play there was only two of us and that does not work very well. So when my friend Daniel (who has his own post on how the game turned out here) said he had interest in playing a game of D&amp;D and we both had two friends who would also be willing to play I was thrilled.<br />
<br />
We spent a week planning when the four of us could get together and start our adventures in D&amp;D. While they all tried to figure out when they could play I went out and dropped a hefty amount of money on the D&amp;D 4th edition core rule books and the adventure Keep on the Shadowfell. After a week or so of changing the date on when we could all get together the four of us came up to my house on a Saturday afternoon.<br />
<br />
I had spent the week reading the D&amp;D rule book but even looking over that again and again could not prepare me for what I was about to do. I was going to be the Dungeon Master of the game because I was the only one with a slight amount of experience in D&amp;D. We all sat down and I realized in all my reading I had not fully understood how to roll a character from scratch. I got how to get stats but once I got to AC (Armor Class), Fortitude, Reflex, and Will I was rather lost. Among that I could not find how to figure the characters Speed, Initiative, Perception or how your stats affect your Skills or anything else for that matter. We ended up going with the Pre-rolled characters the adventure gave us.<br />
<br />
<br />
After much laughter and failed attempts at making characters the three adventures started the journey to find there mentor Douven Staul. The hook was there mentor and friend Douven Staul had gone missing about three months ago looking for a dragon burial ground thinking there might be the treasure store along with the dragon. On the road to the town Winterhaven were there mentor was last heard from they quickly realize this won’t be any walk in the park.<br />
<br />
The Adventure was made for a party of 5 characters, we only had three so the odds were stacked against us from the beginning. For this adventure my friends had these characters<br />
<br />
<br />
• Daniel played as a Human Wizard by the name of Akbar. He is the real brains behind the group both in and out of game. He also was in character the most which is one thing my group does have to work on, playing in character.<br />
<br />
• Dakota played as a Halfling Rouge by the name of Argon. He was the most charismatic character so he appeared as the leader and took some of the rolls of a leader like doing most the interacting with people although did not think out everything.<br />
<br />
• Mason played as a Dwarf Fighter by the name of Thor. He was the idiot of the group. That was not a bad thing in fact it did make the game fun.<br />
<br />
As a whole every one could work on their Player skills but I also need to work on my DM skills. Anyways now onto the adventure it’s self.<br />
<br />
“The wind in your face is cool and comfortable. The road beneath your feet is level. An occasional ancient cobblestone peeks through the dirt road, indicating decades of neglect. You notice footprints leading up and down the road, many of which were made by small, clawed feet”. Taken from the Keep on the Shadowfell read aloud text<br />
<br />
<br />
Up on the road stood five Kobold Minions a Kobold Slinger and two Kobold Dragonshields. The adventures walking along hear a shriek and the Minions rush them. Akbar fires magic missile at the forward rushing Minions instantly killing one. Grinning Argon begins to throw daggers at the forward rushing enemies. Thor pulls out his Maul and smashes it into towards the Kobolds but not before they can quickly move out the way.<br />
<br />
“Roll a d20 its +6 vs. AC.”<br />
“I got a 13.”<br />
“Plus 6 is… 19 ok your good roll 2d6 + 3”<br />
“3 and a 4 plus 3 is 10”<br />
“Ok you smash your Maul into the side of the Kobold Dragonshied doing 10 damage. He takes a step back but looks back right up towards you for ready for another round. Ok every one re-roll for initiative and remember your number this time.”<br />
<br />
This is how the first encounter went on for an hour or so like this. It being all our first times we had to stop and look up rules every once and while. We also stopped for many wisecracks and bad jokes although this did not take away from the fun we were having. After this encounter we moved on to Winterhaven and this is when the really fun parts started and my friends were able to breathe a little life into their characters. Upon arriving at town the adventures were directed towards the Inn.<br />
<br />
“The rutted King’s Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades.<br />
Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.” Taken from the Keep on the Shadowfell read aloud text<br />
<br />
At the gate of the town the guards wave in the now bloody adventures asking them if they are alright and pointing them towards the inn. They quickly make their way to inn wondering if there old friend Douven might be there or if anyone had heard from him. Once in the Inn the clean up and tend their wounds and then make their way to questioning about their friends. Salvana Wrafton the owner of the Inn mentions she remembers a fellow of the name Douven and that he has business with Eilian. Argon starts asks Eilian the Old “Have you seen Douven Staul? He was headed up this was to look for a dragon tomb.” Eilan answers with a long drawing out story about how he had told him the way to the Dragon tomb and was now wondering the fate of the poor man.<br />
<br />
<br />
<br />
It was at this point the group started getting bored and Mason tried to rape the innkeeper. I asked him if was sure and being the good DM I am I let him try. I told him to roll for it and decided to use his charisma to see if he could do it. He rolled a 15 or so and his charisma bonus was only like 1 so he failed epically.<br />
<br />
He was thrown in jail.<br />
<br />
That night Argon tried to break him out although only to half success. First his lock picks broke in the front door so he had to get through the roof. Once in he found himself in a room full sleeping guards. He found the keys and was able to free Thor but found out they had no way out. Dakota at this point figured the only way he could get his character, Argon out alive was if he ditched Thor. Mason was left wondering what he could do with his 200 pound dwarf, Thor standing in a room full of sleeping guards with no stealth what so ever. And not only that Argon had woken up a guard on the way out but he could not see and was not sure what was going on so he went back to sleep. Mason figured the best thing for Thor to do was go back in his room and wait the night out.<br />
<br />
On the way back to the Inn after Argon made a face plant outside the Guard House he was questioned by one of the two on patrol Guards but got away by saying he was taking a leak. Daniel just sat back and watched this whole thing unfold because his character the wizard Akbar was asleep in the Inn.<br />
<br />
The next morning the guard noticed nothing wrong with Thor and never figured out about the failed escape attempt. Akbar and Argon went around town looking for jobs and wondering what the fate of their friend Thor would be. They learned more about the town’s Kobold problem and were offered 100 gold piece if they could kill their leader Irontooth. Thor was told if he brought back the head off Irontooth he would be forgiven for what he had tried yet he was to get no gold. Mason was pretty pissed off about this but went with it anyways after much arguing about how he would just leave the town and never come back. I told him out of character there were no other towns yet and he is an adventure he wants to go kill things and have an epic adventure.<br />
<br />
<br />
The next encounters with the kobolds was even harder and took longer than the first but was equally or even more fun because of the new challenge and the slight better understanding of the rules.<br />
<br />
“War cries break from the underbrush as several small figures dart from hiding places. They are similar to the creatures you fought earlier, but three of them carry longswords and shields” Taken from the Keep on the Shadowfell read aloud text<br />
<br />
Argon takes on the Kobold Skirmisher dagger to spear. The nimble reptilian figure darts around jabbing Argon in his leather armor. The brown-red scales covered by the leather armor to bleeds red when a dagger from Argon hands sticks into his side. The Kobold screams in pain and takes a few steps back and looks over the situation.<br />
<br />
On the other end of the battle Akbar uses Scorching Burst on a Kobold Dragonsheild. The red scaled reptilian’s armor burns a brighter color of red for a few seconds before smoldering and falls off. The Kobold turns around to met the Maul of Thor while yelling a war cry in dwarven speech.<br />
<br />
Shortly after this encounter we were forced to call it a night.<br />
<br />
I would have to say this is the best game of D&amp;D I have ever played and the most fun I have had in a long while. Even though we did not follow the rules word for word I think we still accomplished the point of D&amp;D, which is having fun. We are currently planning and hope to do again next Saturday. I cannot wait for our next game in which I have some fun things in store. I also plan on doing another write up on it. Maybe not as long as this one but never the less I will not stop telling you the stories and adventures we have. Until next time have a great week<br />
<br />
<br />
]]></description>
			<content:encoded><![CDATA[<br />
Quote:This is all taken from my GAX blog which can be found here<br />
<br />
<br />
<br />
As many of us know D&amp;D 4th edition just recently was released and with it the adventure Keep on the Shadowfell. I have always been interested in Dungeons and Dragons and have attempted many a time to play the game although never to any success. Along with unsuccessfully trying to play D&amp;D I had never been able to form a group to play, none of my friends wanted to play and the few times I did get a friend too play there was only two of us and that does not work very well. So when my friend Daniel (who has his own post on how the game turned out here) said he had interest in playing a game of D&amp;D and we both had two friends who would also be willing to play I was thrilled.<br />
<br />
We spent a week planning when the four of us could get together and start our adventures in D&amp;D. While they all tried to figure out when they could play I went out and dropped a hefty amount of money on the D&amp;D 4th edition core rule books and the adventure Keep on the Shadowfell. After a week or so of changing the date on when we could all get together the four of us came up to my house on a Saturday afternoon.<br />
<br />
I had spent the week reading the D&amp;D rule book but even looking over that again and again could not prepare me for what I was about to do. I was going to be the Dungeon Master of the game because I was the only one with a slight amount of experience in D&amp;D. We all sat down and I realized in all my reading I had not fully understood how to roll a character from scratch. I got how to get stats but once I got to AC (Armor Class), Fortitude, Reflex, and Will I was rather lost. Among that I could not find how to figure the characters Speed, Initiative, Perception or how your stats affect your Skills or anything else for that matter. We ended up going with the Pre-rolled characters the adventure gave us.<br />
<br />
<br />
After much laughter and failed attempts at making characters the three adventures started the journey to find there mentor Douven Staul. The hook was there mentor and friend Douven Staul had gone missing about three months ago looking for a dragon burial ground thinking there might be the treasure store along with the dragon. On the road to the town Winterhaven were there mentor was last heard from they quickly realize this won’t be any walk in the park.<br />
<br />
The Adventure was made for a party of 5 characters, we only had three so the odds were stacked against us from the beginning. For this adventure my friends had these characters<br />
<br />
<br />
• Daniel played as a Human Wizard by the name of Akbar. He is the real brains behind the group both in and out of game. He also was in character the most which is one thing my group does have to work on, playing in character.<br />
<br />
• Dakota played as a Halfling Rouge by the name of Argon. He was the most charismatic character so he appeared as the leader and took some of the rolls of a leader like doing most the interacting with people although did not think out everything.<br />
<br />
• Mason played as a Dwarf Fighter by the name of Thor. He was the idiot of the group. That was not a bad thing in fact it did make the game fun.<br />
<br />
As a whole every one could work on their Player skills but I also need to work on my DM skills. Anyways now onto the adventure it’s self.<br />
<br />
“The wind in your face is cool and comfortable. The road beneath your feet is level. An occasional ancient cobblestone peeks through the dirt road, indicating decades of neglect. You notice footprints leading up and down the road, many of which were made by small, clawed feet”. Taken from the Keep on the Shadowfell read aloud text<br />
<br />
<br />
Up on the road stood five Kobold Minions a Kobold Slinger and two Kobold Dragonshields. The adventures walking along hear a shriek and the Minions rush them. Akbar fires magic missile at the forward rushing Minions instantly killing one. Grinning Argon begins to throw daggers at the forward rushing enemies. Thor pulls out his Maul and smashes it into towards the Kobolds but not before they can quickly move out the way.<br />
<br />
“Roll a d20 its +6 vs. AC.”<br />
“I got a 13.”<br />
“Plus 6 is… 19 ok your good roll 2d6 + 3”<br />
“3 and a 4 plus 3 is 10”<br />
“Ok you smash your Maul into the side of the Kobold Dragonshied doing 10 damage. He takes a step back but looks back right up towards you for ready for another round. Ok every one re-roll for initiative and remember your number this time.”<br />
<br />
This is how the first encounter went on for an hour or so like this. It being all our first times we had to stop and look up rules every once and while. We also stopped for many wisecracks and bad jokes although this did not take away from the fun we were having. After this encounter we moved on to Winterhaven and this is when the really fun parts started and my friends were able to breathe a little life into their characters. Upon arriving at town the adventures were directed towards the Inn.<br />
<br />
“The rutted King’s Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades.<br />
Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.” Taken from the Keep on the Shadowfell read aloud text<br />
<br />
At the gate of the town the guards wave in the now bloody adventures asking them if they are alright and pointing them towards the inn. They quickly make their way to inn wondering if there old friend Douven might be there or if anyone had heard from him. Once in the Inn the clean up and tend their wounds and then make their way to questioning about their friends. Salvana Wrafton the owner of the Inn mentions she remembers a fellow of the name Douven and that he has business with Eilian. Argon starts asks Eilian the Old “Have you seen Douven Staul? He was headed up this was to look for a dragon tomb.” Eilan answers with a long drawing out story about how he had told him the way to the Dragon tomb and was now wondering the fate of the poor man.<br />
<br />
<br />
<br />
It was at this point the group started getting bored and Mason tried to rape the innkeeper. I asked him if was sure and being the good DM I am I let him try. I told him to roll for it and decided to use his charisma to see if he could do it. He rolled a 15 or so and his charisma bonus was only like 1 so he failed epically.<br />
<br />
He was thrown in jail.<br />
<br />
That night Argon tried to break him out although only to half success. First his lock picks broke in the front door so he had to get through the roof. Once in he found himself in a room full sleeping guards. He found the keys and was able to free Thor but found out they had no way out. Dakota at this point figured the only way he could get his character, Argon out alive was if he ditched Thor. Mason was left wondering what he could do with his 200 pound dwarf, Thor standing in a room full of sleeping guards with no stealth what so ever. And not only that Argon had woken up a guard on the way out but he could not see and was not sure what was going on so he went back to sleep. Mason figured the best thing for Thor to do was go back in his room and wait the night out.<br />
<br />
On the way back to the Inn after Argon made a face plant outside the Guard House he was questioned by one of the two on patrol Guards but got away by saying he was taking a leak. Daniel just sat back and watched this whole thing unfold because his character the wizard Akbar was asleep in the Inn.<br />
<br />
The next morning the guard noticed nothing wrong with Thor and never figured out about the failed escape attempt. Akbar and Argon went around town looking for jobs and wondering what the fate of their friend Thor would be. They learned more about the town’s Kobold problem and were offered 100 gold piece if they could kill their leader Irontooth. Thor was told if he brought back the head off Irontooth he would be forgiven for what he had tried yet he was to get no gold. Mason was pretty pissed off about this but went with it anyways after much arguing about how he would just leave the town and never come back. I told him out of character there were no other towns yet and he is an adventure he wants to go kill things and have an epic adventure.<br />
<br />
<br />
The next encounters with the kobolds was even harder and took longer than the first but was equally or even more fun because of the new challenge and the slight better understanding of the rules.<br />
<br />
“War cries break from the underbrush as several small figures dart from hiding places. They are similar to the creatures you fought earlier, but three of them carry longswords and shields” Taken from the Keep on the Shadowfell read aloud text<br />
<br />
Argon takes on the Kobold Skirmisher dagger to spear. The nimble reptilian figure darts around jabbing Argon in his leather armor. The brown-red scales covered by the leather armor to bleeds red when a dagger from Argon hands sticks into his side. The Kobold screams in pain and takes a few steps back and looks over the situation.<br />
<br />
On the other end of the battle Akbar uses Scorching Burst on a Kobold Dragonsheild. The red scaled reptilian’s armor burns a brighter color of red for a few seconds before smoldering and falls off. The Kobold turns around to met the Maul of Thor while yelling a war cry in dwarven speech.<br />
<br />
Shortly after this encounter we were forced to call it a night.<br />
<br />
I would have to say this is the best game of D&amp;D I have ever played and the most fun I have had in a long while. Even though we did not follow the rules word for word I think we still accomplished the point of D&amp;D, which is having fun. We are currently planning and hope to do again next Saturday. I cannot wait for our next game in which I have some fun things in store. I also plan on doing another write up on it. Maybe not as long as this one but never the less I will not stop telling you the stories and adventures we have. Until next time have a great week<br />
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My inactivity...]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=175</link>
			<pubDate>Sat, 28 Jun 2008 14:28:30 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=175</guid>
			<description><![CDATA[Just wanted to let you all know why I haven't been on for a while now.  Im getting married next week and so its crunch time trying to get all the plans finalized.  After that, I will be gone for 2-3 weeks.  So just remember not to boot me from the forums!!!!!!!  I will be back probably some time end of July or beginning of August!]]></description>
			<content:encoded><![CDATA[Just wanted to let you all know why I haven't been on for a while now.  Im getting married next week and so its crunch time trying to get all the plans finalized.  After that, I will be gone for 2-3 weeks.  So just remember not to boot me from the forums!!!!!!!  I will be back probably some time end of July or beginning of August!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[D&amp;#x26;D]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=174</link>
			<pubDate>Fri, 27 Jun 2008 11:40:18 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=174</guid>
			<description><![CDATA[Anyone here ever play Dungeons and Dragons?  It is the most nerd game ever but I figured this is a clan full of nerds and gamers so there might be D&Der's out there. The reason I ask is because I'm DMing my first game Saturday and was wondering if anyone has any advice when it comes to being a dungeon master. Also any one here getting D&D insider when it comes out?  If you don't know what it is D&DI is a collective of programs and tools that will let you play D&D online with friends from across the country. <br />
<br />
Would love any advice I could get. And also if you have wanted to get into D&D but never got around to it now is the time. There is a new edition out new rules and its more fun to play.]]></description>
			<content:encoded><![CDATA[Anyone here ever play Dungeons and Dragons?  It is the most nerd game ever but I figured this is a clan full of nerds and gamers so there might be D&Der's out there. The reason I ask is because I'm DMing my first game Saturday and was wondering if anyone has any advice when it comes to being a dungeon master. Also any one here getting D&D insider when it comes out?  If you don't know what it is D&DI is a collective of programs and tools that will let you play D&D online with friends from across the country. <br />
<br />
Would love any advice I could get. And also if you have wanted to get into D&D but never got around to it now is the time. There is a new edition out new rules and its more fun to play.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[iPods]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=172</link>
			<pubDate>Tue, 24 Jun 2008 20:10:24 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=172</guid>
			<description><![CDATA[Hey guys,<br />
<br />
Do any of you have iPods? If you do, what mods or hacks are your favorite?<br />
<br />
So just post ur iPod gen, and ur favorite mods or hacks. If you don't know anything about hacks or mods, just post your iPod gen and I can recommend something for you :)<br />
<br />
So,<br />
I have 3 iPods. :P My 5th gen, which I use every day; On it, I have a Hybrid modded Apple Firmware. My 4th Gen that my uncle found and gave to me; On that I have iPod Linux. And my 1st Gen Mini, that was my dad's before he got a 5th gen; on that, I have rockbox. <br />
<br />
So I have most of the hacks that are available for the iPod. Also, I ordered a case for my 5th Gen last Thursday. Hopefully it should get here within the next few days. After I pull the contents of the iPod out and dump them into the case, it should look something like this. <br />
<br />
Go ahead and post ur stuff, and I'll be glad to help you out with hacking or modding. :)]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
Do any of you have iPods? If you do, what mods or hacks are your favorite?<br />
<br />
So just post ur iPod gen, and ur favorite mods or hacks. If you don't know anything about hacks or mods, just post your iPod gen and I can recommend something for you :)<br />
<br />
So,<br />
I have 3 iPods. :P My 5th gen, which I use every day; On it, I have a Hybrid modded Apple Firmware. My 4th Gen that my uncle found and gave to me; On that I have iPod Linux. And my 1st Gen Mini, that was my dad's before he got a 5th gen; on that, I have rockbox. <br />
<br />
So I have most of the hacks that are available for the iPod. Also, I ordered a case for my 5th Gen last Thursday. Hopefully it should get here within the next few days. After I pull the contents of the iPod out and dump them into the case, it should look something like this. <br />
<br />
Go ahead and post ur stuff, and I'll be glad to help you out with hacking or modding. :)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ideas?]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=170</link>
			<pubDate>Sun, 22 Jun 2008 19:05:08 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=170</guid>
			<description><![CDATA[Any one have any idea's to make this place more active? <br />
Seems over the last few weeks member interest has dropped. Also we have not been getting many new Members. We need to stay alive so I say we either start to branch out to other games or we stat bring in more members.<br />
<br />
Well were here what are some other games you would want to make a clan/guild in?]]></description>
			<content:encoded><![CDATA[Any one have any idea's to make this place more active? <br />
Seems over the last few weeks member interest has dropped. Also we have not been getting many new Members. We need to stay alive so I say we either start to branch out to other games or we stat bring in more members.<br />
<br />
Well were here what are some other games you would want to make a clan/guild in?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FireFox 3]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=169</link>
			<pubDate>Fri, 20 Jun 2008 21:08:34 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=169</guid>
			<description><![CDATA[Hey guys,<br />
<br />
I was just wondering what you think about it (if you have it). <br />
<br />
Personally, I like it, but since it's so new, there is a lack of addons that work with it. Also, my favorite FF2 theme, Noia Extreme 2, doesn't work either :(<br />
<br />
But, I think its got some pretty cool new features, one of my favorites is the new bar that drops down when you type a URL into the Address bar.<br />
<br />
So, just post your take on it, and also what FireFox addons you use. Personally, the main ones I use are Mouse Gestures, Developer Toolbar, Stumble Upon, and Adblocks. If you want the links to any of those, just post, and I'll go look for them.]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
I was just wondering what you think about it (if you have it). <br />
<br />
Personally, I like it, but since it's so new, there is a lack of addons that work with it. Also, my favorite FF2 theme, Noia Extreme 2, doesn't work either :(<br />
<br />
But, I think its got some pretty cool new features, one of my favorites is the new bar that drops down when you type a URL into the Address bar.<br />
<br />
So, just post your take on it, and also what FireFox addons you use. Personally, the main ones I use are Mouse Gestures, Developer Toolbar, Stumble Upon, and Adblocks. If you want the links to any of those, just post, and I'll go look for them.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Slow week...]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=168</link>
			<pubDate>Thu, 19 Jun 2008 22:06:38 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=168</guid>
			<description><![CDATA[its been a slow few weeks....<br />
<br />
<br />
<br />
Let me try to blow some life back into these forums. Here are the headlines of the week. According to me<br />
<br />
Firefox 3.0<br />
Get it now<br />
<br />
Spore Creature Creator<br />
Build a better being<br />
<br />
<br />
Confirmed: Phoenix Finds Ice on Mars<br />
Click here<br />
<br />
Politics<br />
Barack Obama<br />
<br />
John McCain<br />
<br />
Operation Moonshine<br />
More to come later....<br />
<br />
Age of Conan<br />
Its out and here to stay... Longer that Auto Assault did<br />
link 1<br />
link 2<br />
<br />
<br />
I'm sure there's more big news and maybe I will put more time into this next time. But here, keep the forums alive!]]></description>
			<content:encoded><![CDATA[its been a slow few weeks....<br />
<br />
<br />
<br />
Let me try to blow some life back into these forums. Here are the headlines of the week. According to me<br />
<br />
Firefox 3.0<br />
Get it now<br />
<br />
Spore Creature Creator<br />
Build a better being<br />
<br />
<br />
Confirmed: Phoenix Finds Ice on Mars<br />
Click here<br />
<br />
Politics<br />
Barack Obama<br />
<br />
John McCain<br />
<br />
Operation Moonshine<br />
More to come later....<br />
<br />
Age of Conan<br />
Its out and here to stay... Longer that Auto Assault did<br />
link 1<br />
link 2<br />
<br />
<br />
I'm sure there's more big news and maybe I will put more time into this next time. But here, keep the forums alive!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Clan Logo Poll 1]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=167</link>
			<pubDate>Wed, 11 Jun 2008 07:29:48 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=167</guid>
			<description><![CDATA[This is the poll of awesomness for our new CLAN LOGO!!!!!  Anyway, because of the forum's, um, "issues" I can only make a poll with 10 choices, even though there are 11 to vote upon.  By the way, I trust you guys to only vote 5 times (you have 5 votes; please try to use all of them).  The top however-many logos will move on to round 2, where the 11th logo will be added to the poll, in place of the ones that, erm, didn't do so well.  This will be up for 14 days.  Please use the following pictures to help you vote.  You cannot vote for one logo twice.]]></description>
			<content:encoded><![CDATA[This is the poll of awesomness for our new CLAN LOGO!!!!!  Anyway, because of the forum's, um, "issues" I can only make a poll with 10 choices, even though there are 11 to vote upon.  By the way, I trust you guys to only vote 5 times (you have 5 votes; please try to use all of them).  The top however-many logos will move on to round 2, where the 11th logo will be added to the poll, in place of the ones that, erm, didn't do so well.  This will be up for 14 days.  Please use the following pictures to help you vote.  You cannot vote for one logo twice.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[one hour at a time game]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=166</link>
			<pubDate>Tue, 10 Jun 2008 14:47:27 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=166</guid>
			<description><![CDATA[I'v discoved that the best way to play sins is to play games one hour at a time, and to plan everything ahead of time.<br />
<br />
As such, I have a topic going on my Clan's website planning such games. From 6:00 to 7:00 pacific time, starting on monday the 16th.<br />
<br />
here is a link to the topic. <br />
<br />
http://nsskbiz.com/forumz/viewtopic.php?f=11&t=69]]></description>
			<content:encoded><![CDATA[I'v discoved that the best way to play sins is to play games one hour at a time, and to plan everything ahead of time.<br />
<br />
As such, I have a topic going on my Clan's website planning such games. From 6:00 to 7:00 pacific time, starting on monday the 16th.<br />
<br />
here is a link to the topic. <br />
<br />
http://nsskbiz.com/forumz/viewtopic.php?f=11&t=69]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SirNooblet]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=165</link>
			<pubDate>Sat, 07 Jun 2008 06:23:26 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=165</guid>
			<description><![CDATA[1. SirNooblet, Chairman and Supreme Commander of the United Prometheus   Star League, Commander-in-chief of the United Corerllian Sectors, Premier of Comstar United (Well, just SirNooblet...)<br />
<br />
2. SirNooblet<br />
<br />
3. TEC, although my play style differs greatly from what I have seen thus far.<br />
<br />
4. GMT +10 Australia, Victoria, Melbourne<br />
<br />
5. I am looking for a challenge, to play with friendly and dedicated people and to share and receive knowledge.<br />
<br />
6. I plan to help the clan by sharing the knowledge I have gained so far<br />
<br />
7. I would like to request to start posting in the strategy section immediately, I have somethings I want to share.]]></description>
			<content:encoded><![CDATA[1. SirNooblet, Chairman and Supreme Commander of the United Prometheus   Star League, Commander-in-chief of the United Corerllian Sectors, Premier of Comstar United (Well, just SirNooblet...)<br />
<br />
2. SirNooblet<br />
<br />
3. TEC, although my play style differs greatly from what I have seen thus far.<br />
<br />
4. GMT +10 Australia, Victoria, Melbourne<br />
<br />
5. I am looking for a challenge, to play with friendly and dedicated people and to share and receive knowledge.<br />
<br />
6. I plan to help the clan by sharing the knowledge I have gained so far<br />
<br />
7. I would like to request to start posting in the strategy section immediately, I have somethings I want to share.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Linux]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=164</link>
			<pubDate>Fri, 06 Jun 2008 13:31:08 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=164</guid>
			<description><![CDATA[Hey,<br />
<br />
Is anyone here a Linux junkie? I'm wondering because I have an old comp that I want to set up as a server for my house. Mostly to share music through all the comps in my house. I've put Debian on it, but I'm open to suggestions of other distributions. Also, I need to figure out how to RAID0 two of the hard drives I've got in there.<br />
<br />
So, if anyone can offer and help or suggestions, it would be greatly appreciated!]]></description>
			<content:encoded><![CDATA[Hey,<br />
<br />
Is anyone here a Linux junkie? I'm wondering because I have an old comp that I want to set up as a server for my house. Mostly to share music through all the comps in my house. I've put Debian on it, but I'm open to suggestions of other distributions. Also, I need to figure out how to RAID0 two of the hard drives I've got in there.<br />
<br />
So, if anyone can offer and help or suggestions, it would be greatly appreciated!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Short Movie]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=163</link>
			<pubDate>Fri, 06 Jun 2008 13:25:51 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=163</guid>
			<description><![CDATA[This is a short movie that I made with one of my friends for school as a final for our Movie making class. Tell me what you think :P<br />
<br />
CLICKY!]]></description>
			<content:encoded><![CDATA[This is a short movie that I made with one of my friends for school as a final for our Movie making class. Tell me what you think :P<br />
<br />
CLICKY!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Idaho]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=162</link>
			<pubDate>Fri, 06 Jun 2008 10:26:15 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=162</guid>
			<description><![CDATA[I'm from north Idaho<br />
<br />
I know Anubis is from southern Idaho.<br />
<br />
I also know that normal people don't come from idaho<br />
<br />
(for everyone who hasn't been to Idaho, it is exactly like all other states, you just have to give everything a few more units of time)<br />
<br />
anyway WHO ELSE IS FRM IDAHO!!!!!<br />
<br />
<br />
speak up, now is the time to be proud!!<br />
<br />
*hears crickets*]]></description>
			<content:encoded><![CDATA[I'm from north Idaho<br />
<br />
I know Anubis is from southern Idaho.<br />
<br />
I also know that normal people don't come from idaho<br />
<br />
(for everyone who hasn't been to Idaho, it is exactly like all other states, you just have to give everything a few more units of time)<br />
<br />
anyway WHO ELSE IS FRM IDAHO!!!!!<br />
<br />
<br />
speak up, now is the time to be proud!!<br />
<br />
*hears crickets*]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dark Blade]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=160</link>
			<pubDate>Mon, 02 Jun 2008 09:56:30 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=160</guid>
			<description><![CDATA[1. DB<br />
2. Dark Blade<br />
3. TEC<br />
4. Central<br />
5. <br />
6. <br />
7. Know the basics, working on the rest]]></description>
			<content:encoded><![CDATA[1. DB<br />
2. Dark Blade<br />
3. TEC<br />
4. Central<br />
5. <br />
6. <br />
7. Know the basics, working on the rest]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Everything Clan or Sins-Only clan?]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=158</link>
			<pubDate>Tue, 27 May 2008 03:27:39 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=158</guid>
			<description><![CDATA[Was just wondering, will this clan be only for the Sins game?  It would be nice if when new games came out and whatnot (and the Sins fever is over, yes it happens to all games) that I could just stay in the clan and play the next games with you guys...]]></description>
			<content:encoded><![CDATA[Was just wondering, will this clan be only for the Sins game?  It would be nice if when new games came out and whatnot (and the Sins fever is over, yes it happens to all games) that I could just stay in the clan and play the next games with you guys...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Advent Strategy]]></title>
			<link>http://hopefulhorizon.890m.com/forum/showthread.php?tid=156</link>
			<pubDate>Thu, 22 May 2008 20:59:42 -0700</pubDate>
			<guid isPermaLink="false">http://hopefulhorizon.890m.com/forum/showthread.php?tid=156</guid>
			<description><![CDATA[I wrote this as an advent strategy, but quickly realized that much of it could be generalized to other races as well.<br />
<br />
1)	Build a crystal extractor, then build a capital ship factory.<br />
2)	Buy 2 scouts and begin exploring (search for strategic colonizable planets/asteroids).  Next queue your capital ship of choice (I like the progenitor mothership).<br />
3)	Watch the market, waiting for crystal to drop to its lowest price before buying 200 crystals (buy 100 crystals if you are starting on a desert planet).  It is worth waiting because early game requires minimal attention and you can save between 30-100 credits.<br />
4)	 Upgrade population to max level on your home world<br />
5)	Build any remaining extractors around your homeworld, while planning your route of conquest.  I like to start with the nearby asteroid.  There are several things to look for and consider here:<br />
•	Are you surrounded by desert planets, terrain planets, and asteroids or volcano planets and ice planets?  This could be a factor in determining which research centers to build first.<br />
•	How well defended is each planet?  This may be a determining factor in which order you conquer nearby planets/asteroids and when to upgrade your fleet.<br />
•	Are there unmanned extractors nearby?  If so, but a colony ship and take them (unless you are playing as vasari).<br />
•	How many jumps away is your opponent?  This is a huge factor in determining which research centers to build first.<br />
6)	Send your capital ship on route to asteroid and focus fire on siege ship.  Once you destroy it, colonize the asteroid (before killing the other ship).<br />
7)	Move on the next nearest/easiest uncolonized planet/asteroid.<br />
8)	Depending on nearby planets, distance from opponent/s, etc., build either 2 civics labs (research planet colonization) or 3 military labs (research illuminators).<br />
9)	Balance conquering new planets with buying illuminators until you hold a good portion of the star system and a few good chokepoints.<br />
10)	Research trade centers and begin building them (one around every planet/asteroid as a general rule).<br />
11)	Build 3-5 ship factors and 2-3 repair bays at every chokepoint.<br />
12)	Research broadcast center and destra crusader.  Build several broadcast centers in strategic locations and begin building destra crusaders/illuminator combos<br />
13)	Overwhelm your opponents with your economy, culture and your ship build rates.<br />
<br />
Notes: This strategy is very general, and should be adapted to different situations/maps/races/etc.  It is extremely important to expand quickly (as far as colonized planets and economy) and scout your opponents well.  This will allow you to counter whatever strategy they may employ.]]></description>
			<content:encoded><![CDATA[I wrote this as an advent strategy, but quickly realized that much of it could be generalized to other races as well.<br />
<br />
1)	Build a crystal extractor, then build a capital ship factory.<br />
2)	Buy 2 scouts and begin exploring (search for strategic colonizable planets/asteroids).  Next queue your capital ship of choice (I like the progenitor mothership).<br />
3)	Watch the market, waiting for crystal to drop to its lowest price before buying 200 crystals (buy 100 crystals if you are starting on a desert planet).  It is worth waiting because early game requires minimal attention and you can save between 30-100 credits.<br />
4)	 Upgrade population to max level on your home world<br />
5)	Build any remaining extractors around your homeworld, while planning your route of conquest.  I like to start with the nearby asteroid.  There are several things to look for and consider here:<br />
•	Are you surrounded by desert planets, terrain planets, and asteroids or volcano planets and ice planets?  This could be a factor in determining which research centers to build first.<br />
•	How well defended is each planet?  This may be a determining factor in which order you conquer nearby planets/asteroids and when to upgrade your fleet.<br />
•	Are there unmanned extractors nearby?  If so, but a colony ship and take them (unless you are playing as vasari).<br />
•	How many jumps away is your opponent?  This is a huge factor in determining which research centers to build first.<br />
6)	Send your capital ship on route to asteroid and focus fire on siege ship.  Once you destroy it, colonize the asteroid (before killing the other ship).<br />
7)	Move on the next nearest/easiest uncolonized planet/asteroid.<br />
8)	Depending on nearby planets, distance from opponent/s, etc., build either 2 civics labs (research planet colonization) or 3 military labs (research illuminators).<br />
9)	Balance conquering new planets with buying illuminators until you hold a good portion of the star system and a few good chokepoints.<br />
10)	Research trade centers and begin building them (one around every planet/asteroid as a general rule).<br />
11)	Build 3-5 ship factors and 2-3 repair bays at every chokepoint.<br />
12)	Research broadcast center and destra crusader.  Build several broadcast centers in strategic locations and begin building destra crusaders/illuminator combos<br />
13)	Overwhelm your opponents with your economy, culture and your ship build rates.<br />
<br />
Notes: This strategy is very general, and should be adapted to different situations/maps/races/etc.  It is extremely important to expand quickly (as far as colonized planets and economy) and scout your opponents well.  This will allow you to counter whatever strategy they may employ.]]></content:encoded>
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