Sirian, You've made some excellent points. Sorry if the community seemed to ignore them or attack you personally. Those players most concerned with metaverse scoring as a part of the overall enjoyment of the game (admittedly not it's purpose), have been over this in many threads with many, many suggestions, none of which have been able to solve one problem without generating another. However, maybe a new player will bring fresh ideas to the table. You've detailed what you view as proble
CaptainBizarre
[quote]Gerakken's totally out of place philosophical comment: actions define one's self to others, but dreams define one to himself. Being misunderstood by others means not truly understanding one's self. One attuned in both action and thought is never misunderstood.[/quote] I don't understand... End transmission. ~SDC~
The SBModules are much more finicky about numbering. Note that the number in the following example follows the last legitimate number in the list of SBModules. Not like .TECH numbers, which don't have to be sequential. //------------------------------------------------------------------------ SBMOD 56 SpaceMalls //------------------------------------------------------------------------ Name "Space Mall" Model "Starbase01" Te
The AI field assigns a value to the tech. This is how the AI judges the importance of researching the tech and also determines what the AI will want in return for trading the tech. As long as your new tech follows the correct format and has a unique tech name and number, it will show up in the tech tree. There should be a thread about .TECH (and other) file modding from Boogie_Bac on the server here somewhere. End transmission. ~SDC~
Hmmm... my dreams are usually described as filthy, disgusting, and sick. I guess I'm just misunderstood. CB ~SDC~
Lord Orpon, Thanks! I screwed that one... ;) Davros, I play "from the gut"; percentages are a little too much like playing against the programmers for me. It's one of the reasons my expectations for the game might come across as unrealistic at times. In a perfect world... they'd pay me to play silly computer games when I didn't feel like working. End transmission. ~SDC~
[quote]First they extort, then they invade, if Hitler and Eastern Europe are anything to go by. "Diplomacy is a continuation of war by other means" [/quote] That was largely my point. When the only thing his victims had left to take was land (liebensraum - living room), Hitler invaded. If I've got no money, why demand money? Just declare war and/or attack. I'm guessing your misquote was an accident. (War is the continuation of diplomacy by other means. - von Clausewitz) OTOH, B
I may have had a similar sort of weirdness in my last game. The Precursor event supposedly boosted PQ by +5 in all sectors adjacent to the Arcean's second planet in sector 0-0. However, instead of a PQ boost, in the affected sectors, 2 new planets showed up. One in sector 1-2, one in sector 1-3, both previously empty. I probably wouldn't have noticed them, but it happened in a small galaxy. It was a bit of a shock to find the Arceans and Torians each with a class 20+ planet in a previously empty
KEmperor, That covers Canada fairly well from a realpolitik point of view, but doesn't do anything to explain the Scandinavian countries, Switzerland, Belgium, Portugal, Bolivia, Paraguay, Uruguay, Kenya, Malawi, Yemen, Laos... In general, Being the object of extortion for the evil races makes sense, but when their demands are tantamount to war ("I know you humans are -500BC in debt, but we must ask that you provide us with 947BC and a planet or two immediately."), why
I think the unusually high value of Disruptors is an attempt to keep "evil" and "good" tech separate. I don't think it works particularly well, but currently there is no other way to do this. If you've got real problems with the high value, you can always go in and change the AI value of Disruptors. It's currently set to 70, which is absurdly high and looks almost like it might be a typo. As an aside, I've modified my games so that evil civs get the Death Knight from Disruptors and good
Try thinking of it this way: The Drengin research Disruptors because they are willing to conduct lethal experiments on sentient life forms. However, now the results of the research have found there way into the galaxy at large. Maybe your civilization would never conduct such cruel and unethical research, but that doesn't mean you feel safe ignoring the technology. Of course, this might work better if "evil" techs, like Disruptors, led to armour/barrier techs that countered the "evil" t
I tried varying the level of AI intelligence in earlier versions of the game with unhappy results. I was playing with the AI on Normal settings and tried varying the AI intelligence to produce a game with the same difficulty level as if the AIs were all Normal. I think the AI's superior micro-management allowed the brighter Civs to dominate and manipulate the duller Civs, effectively giving them an extra weapon or two to use against the human player. The same settings with all AIs at eq
All caught up. Thanks, Ray and Megan et al. Does the Temple of Boccob look the same from the back as it does from the front? End transmission. ~SDC~
That's great, Cari! The Pope should have made you a Cardinal in this last go-round. End transmission. ~SDC~
/shout I'M KEEN ON LURKING. /end shout mailto:[email protected] ~SDC~
"Obviously, it would be great if AIs could decide on the relative value of techs purchased based on how the techs would aid in their overall strategy rather than how good a deal they are getting based on the tech’s value. However, I’m not sure how this issue can be resolved without a revamp of the current diplomatic model." Hey Ray, What about subdividing the AI value into three (or more?) values so that they better correlate with game circumstances? For example: <
I also. Thanks SD! End transmission. ~SDC~
Add me to the list of dissatisfied customers. My last two auto-updates ended with some sort of error. Unfortunately, nothing looked immediately amiss, so I didn't bother to record the error. Some sort of breakpoint exception? End transmission. ~SDC~
Ships gain experience when they survive battles. The tougher the opponent they defeat, the more experience they gain. When you select a ship, you'll see a little experience meter at the bottom of the ship's description. End transmission. ~SDC~
[quote]Ingoframes? [/quote] "My name is Ingo Frames. You killed my father. Prepare to die." [apologies all 'round] End transmission. ~SDC~
Playing a last unmodded game before spending a month in Japan. No modding for/from me 'til I'm back. End transmission. ~SDC~
Ray, If I recall, I just hit the edit button, added/changed some text and inserted an extra line, and hit Update Thread. Unfortunately, the quoted text looked like guano until I edited it and the extra lines were suppressed - hence my comments coming directly after the quoted text. (We'll see if Bold works now.) I figured the same thing about exploiting worlds left behind by transcended aliens, hence the vanishing star systems option. Trading for transcendence j
"Suggestion Some previous suggestions about penalizing players based on number of AIs who reach Final Frontier first are good and should be considered. My suggestion is to stop the AI (take out of their research priority list?) from researching Beyond Human and Final Frontier as those techs mean nothing to them currently. That at the very least would require Humans to research two techs to win by via Tech and stop the situation where a player wins because he gets Final Frontier from AI through
No, you should be able to steal Hyperwarp, but if you're a decent sort of fellow you shouldn't be able to utilize an evil technology. It should be harder to be good, _arguably_ as it is in real life. However, maybe acquiring an evil tech should reveal a counter-technology for good-aligned civilizations? End transmission. ~SDC~
To crush others and laugh... figuratively speaking, that is. End transmission. ~SDC~