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Re: Noobie Question(s)
The level of the project multiplies the effectiveness of the points. 100k in CI 3 blocks 300k og intel projects (well, 360k including the already 20% bonus to CI projects).
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Re: Noobie Question(s)
Why is it that anytime my "empire" has more than 3-4 star sysyems the AI gets mad at me and goes to war?I mean even my blood pact brothers.Everybody. In this game I'm playing now I had have a large galaxy and few AI opponents.I have like a dozen star systems before meeting my first alien. First thing he says is "you too big and greedy" and I'm at war with him.And this was with the Cue Cappa race.
That's okay tho, they just signed their death warrant. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Noobie Question(s)
Probable causes of AI anger:
1) you own/have claimed a bunch of systems the AI considers to be 'rightfully' his. Check out the Borders tab in the Empires window and look for clashes. 2) Mega Evil Empire (MEE) effect. Once you get too large compared to the other races (it's worked out as how large the score of the race in first place is compared to the score of the second placed race) they'll all gang up on you. From settings.txt: AI Uses Mega Evil Empire := True AI Mega Evil Empire Threshold Score Thousands := 500 AI Human Mega Evil Empire Score Percent := 170 AI Computer Mega Evil Empire Score Percent := 250 To translate: if you have more than 500,000 points (score not race experience), are in first place on the score table and have 70% more points than the second place player, you'll be public enemy number one. 3) Some alien races just don't like you! Sounds like you've hit MEE if everyone has suddenly declared war on you. This is a deliberate part of the game to prevent a human player from running away with the game. If you're quite small when this happens it must mean the AI races are not doing very well. |
Re: Noobie Question(s)
I'm sure that explains it. In this game I've just lucked out with sooo many green + planets and I'm going ape.
Sounds like I need to build some more storage areas for my surpluses.I'm going to be needing them for a looong war! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Noobie Question(s)
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I "think" I know what you are trying to say. Here is my interpretation. For each 1000 put into intel, If put into CI1, then 1000 x 120% = 1,200 If put into CI2, then 1000 x 220% = 2,200 If put into CI3, then 1000 x 320% = 3,200 But the chances are good, I didn't get it right. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Noobie Question(s)
Almost:
1000 x 120% (defense bonus) = 1200 CI1: 1200 x 1 = 1200 CI2: 1200 x 2 = 2400 CI3: 1200 x 3 = 3600 |
Re: Noobie Question(s)
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It is compounded! http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Noobie Question(s)
I did sort of imply that it was compounded. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Noobie Question(s)
You all will be happy to know I've been following your guidelines and suggestions about using Intelligence. So far I've managed to "capture" a couple of colony ships and their escorts and colonize planets in the enemies systems! As well as learning all I can about their empires and stopping them from doing me any damage. It's great!Even casued a couple of planets to break away from their empire.
I also found out the enemy is using psycic weapons to capture my ships. I've countered with researching and building computer only ships. They're just now reaching the front lines. I assume the AI will counter with computer virus but maybe by that time I'll have whittled him down quite a bit. |
Re: Noobie Question(s)
When building a ship:is the more sensors,ecm etc the better? In other words do they add up or is just one all you need?
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Re: Noobie Question(s)
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My comment was prompted by a feeling of surprise. In other areas of a game where more than 1 factor affects something, it is usually additive and not compounded. I would imagine there are more examples of compounding, but I have yet to find them. |
Re: Noobie Question(s)
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Different components that have similar effects do combine, e.g. Stealth Armor and Scattering Armor. |
Re: Noobie Question(s)
Okay,I see now. When designing a ship there's alittle box off to the side that says something like "Modifiers" and you can see the result there of whether or not multiple sensors help or not.
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Re: Noobie Question(s)
I don't quite understand how one group can be "murderous" but want to be your ally when another group is "brotherly" but you're at war with them. Could someone explain this please?
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Why those sneaky SOBs. DEATH TO ALL THE ALIEN NATIONS!!!!
Thanks! That explains it perfectly. http://forum.shrapnelgames.com/images/icons/icon7.gif <as dbt rushes off to cancel all his trade agreements> |
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Could someone explain to me what the temporal tech tree is all about?
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If some temporal race is pestering you, click here. That second click won't help much, but I think its funny http://forum.shrapnelgames.com/images/icons/icon10.gif [ January 17, 2003, 16:22: Message edited by: Arkcon ] |
Re: Noobie Question(s)
Thanks! Your site has some real good info on it but you need some kind if internet booster to speed up the download. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Noobie Question(s)
from newbie faq:
6.3.3 Shields Skipping. As is well documented the "Weapon Only" damage type skip all shields and armour and get straight to the component. Can I have a clarification. Does it ingnore the protective shields in place during combat (IE 600/600),? Or does it skip the shield/armor components and hits the target component after existing shields are depleted. ? |
Re: Noobie Question(s)
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OK. No shield stops the weapon destroyer. It only damages weapons on the ship. So it ignores shields, armor, shield generators, the bridge. Shields remain in place when it's done. The shield disrupter does the same, bypasses all shields, destroys the shield generator, and ignores all other components. Shields are depleted as the generators disappear. For balance reasons, the engine destroyer doesn't skip shields, it does damage shields, once they're gone, it burns out engines leaving an immobile hulk -- that can still shoot back if it has supply storage. [ January 18, 2003, 16:53: Message edited by: Arkcon ] |
Re: Noobie Question(s)
How does one make a ring world? And what's up with the cable and gravitational units? How are they used?
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Re: Noobie Question(s)
You have to have 11 Starbases to build a RW, and 21 to build a SW. On one Starbase, there needs to be the Ringworld Generator (or Sphereworld Generator). A RW requires 5 Gravity Plating and 5 Hyper Density Cable components in the same sector as the Generator (and a SW requires 10 of each). These comps only fit on Starbases. So, once you get all of them built in the same sector as a star, select the Starbase with the Generator, and then do Stellar Manipulation. You'll have an option to Build RW or Build SW.
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Re: Noobie Question(s)
Thanks! What kind of systems qualify to have one built in?
[ January 19, 2003, 06:23: Message edited by: dbt1949 ] |
Re: Noobie Question(s)
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Re: Noobie Question(s)
Thanks! I'll try it out. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Noobie Question(s)
I just built one of those ring worlds. Almost sent my empire into bankruptcy. Those are quite amazing. Just researched the sphereworld. I don't think I can afford it without scrapping my fleet. http://forum.shrapnelgames.com/images/icons/icon7.gif I've got another ship going around making planets out of asteroids. By this time late in the game it's kind of redundant but those new planets are loaded with minerals.
By this time I've conquered half the large galaxy and the end is a foregone conclusion but it's fun experimenting with some of these expensive exotic weapons and things like the ringworld. I've also learned from the AI to make light cruisers as my mainstay. Drednaughts cost to much to keep large fleets and the smaller numbers can't control large numbers of small ships. Now I'll put a CA or BC in charge of a horde of CLs,DDs,and frigates,backed up by an occasional baseship or special repair ship. Intelligence is working pretty good except I'm confused about the 3 different levels. Do I need to "research" all three levels all the time? Thanks! |
Re: Noobie Question(s)
Always use the highest level of CI project available. The higher levels multiply the effectiveness of the points stored in them, and can store more points. Never finish a CI, cause they work by using the points stored in them. Finishing one clears all the points stored in it. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Noobie Question(s)
Thanks! I've just been "researching" all three levels cause I didn't know the difference. Now I can invest some of those points in getting the enemies planets to rebel! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Noobie Question(s)
It's late in the game and I've got these star destroying ships. They work pretty cool except about the 4th star I destroy the game freezes up. Is this a known bug or a new one?
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Re: Noobie Question(s)
That is probably a memory issue with your computer.
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Re: Noobie Question(s)
When you're setting up a game and the screen comes up where you set up how many ships will be allowed and how many "units" will be allowed,what are the consists of the "units"?
Thanks! |
Re: Noobie Question(s)
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Slick |
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Slick. |
Re: Noobie Question(s)
Thanks!
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Re: Noobie Question(s)
A few questions:
You can put supply storage on satellites, but they don't seem to need them...?? Just curious. In Abilities, there's research point generation, planet research bonus, and system research bonus. Is the planet research bonus really planet-based, or is it sector-based? How does the plain research point generation work if it's attached to something that the player can't directly control/own? (Like a nebulae or whatever) Does the system research bonus stack if there's more than one? Is there any way to script events? I checked the Events file but it's random events, no logic code that I could figure out (Like "If player has X technology...") I wanted to design a high-level research tree that would do nasty things like wipe out and plague planets, reset technology levels back down to 0, etc. ("Pandora's Tech" =) I know I can't do it in either Events or the Research tree itself, any suggestions? ...Dunno if it's obvious or not but I have a few ideas for a mod. ^.^ One of the other ideas that I'm fairly certain will work is assigning higher construction costs to a ship and then adding "Reduced Maintenance" bonuses to the components, so that a damaged ship will cost more to maintain, but I'm not sure if that stacks either... |
Re: Noobie Question(s)
Some components have too many vehicle sizes to be placed on, but it really isn't that big of a deal. http://forum.shrapnelgames.com/images/icons/icon7.gif
Is the planet research bonus really planet-based, or is it sector-based? It is planet based. How does the plain research point generation work if it's attached to something that the player can't directly control/own? It doesn't work in that situation. Does the system research bonus stack if there's more than one? No. Only the highest one is applied. Others are ignored. Is there any way to script events? Unfortunately, no, there is not. One of the other ideas that I'm fairly certain will work is assigning higher construction costs to a ship and then adding "Reduced Maintenance" bonuses to the components, so that a damaged ship will cost more to maintain, but I'm not sure if that stacks either... Maint Redux ability on a comp does not stack with multiple comps from the same family. I think it will stack if you add components with the ability that are in different families (like ECM, Combat Sensors, etc. do). [ January 23, 2003, 03:23: Message edited by: Imperator Fyron ] |
Re: Noobie Question(s)
Yeah, the only way I saw to do what I wanted was to assign the abilities to a facility and then somehow convincing the player to build it. Even then, I couldn't knock techs down at all, but I could probably blow up the planet real good. http://forum.shrapnelgames.com/images/icons/icon10.gif
What I originally had in mind was a series of techs that would unlock the next level up, but in being researched they would damage the society trying to harness the newfound power.. This isn't something I was thinking of springing on the unsuspecting, either, these would be late-game techs with definite warning signs that the player was dabbling into the realms of the Dangerous and Pointy. Or something. Thanks for the advice, I'll have to play with things and see how it goes.. I've played enough stock games to understand the basics and dabbled with a few mods (luv the quadrant mod BTW ^.^) I know I want to make my own now, just gotta figure out how. =) |
Re: Noobie Question(s)
When you design your own race and you use something like 3000 racial points and then start a regular game,do the random AI's race add extra points over the normal 2000?
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Re: Noobie Question(s)
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What you would do is temporarily fiddle the events.txt so that the event you want, with an appropriate delay, is almost guaranteed to happen each turn. Keep reloading the savegame and ending turn until it gets triggered on the appropriate object/system. Alternatively, you could have an uber-tech race own a maintenance free, ubercloaked ship having 1MP, and give it orders to move and then do something. Blow up a star or planet, close a warppoint, open a warppoint, whatever. Leave the uberrace with no planets or uncloaked ships, and none of the players will know they exist. Set the Uberrace to use the "no-ai" ministers, so nothing happens to your scripted orders. The only thing you need to worry about is mines, and sundestroyers, and possibly random events. Give the uberships a massive sweeping capacity, and set the scenario in a time before sun destroyers are available. Quote:
Look in AI_General.txt to see the three sets of race setup choices. [ February 03, 2003, 04:08: Message edited by: Suicide Junkie ] |
Re: Noobie Question(s)
wow SJ that is one smart way to overcome scripting shortfalls... I doubt Id have thought that up
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