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Re: acts of war, war declaration and other topics (my first message!)
I think of no treaty battles like Federation-Klingon relations in Star Trek during the original series/movies. While no formal state of war existed, I'm sure there were lots of nasty encounters.
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Re: acts of war, war declaration and other topics (my first message!)
I don't think you'd want to build colony ships only for ramming. But it's a good idea to ram an enemy ship if your colony ship is under attack. You may be able to destroy a small enemy ship with relatively low damage, and even sacrificing it is better than having it destroyed anyway.
Check the facilities in your homeworld, you'll see that you have many research centers and other facilities. I rarely use non-agression pacts, I start offering a trade alliances (to AI) and trade and research (to humans). Wish... Considering hostile any ship from an empire you have no treaty with should be fine for agressive races, more peaceful races should consider them peaceful uless they attack first. |
Re: acts of war, war declaration and other topics (my first message!)
Capt Kwok, I can understand that, however, the AI will not (or at least did not use to) increase his war production at any time unless there is declaration of war from either side which gives a human player an advantage over a AI player. It just needs to be tweaked in order not to give advantage to a human player. That could be say, breaking of treaties, increased intel, but most important for AI player to at least increase some war production and research
IMHO http://forum.shrapnelgames.com/images/icons/icon7.gif A human knows what he's going to do to a AI player, the AI is not that bright, thus a tweak or two just some ideas mac |
Re: acts of war, war declaration and other topics (my first message!)
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In other words, warm is better than cool. http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
Rather like the US cruiser that got damaged by terrorist action in the middle east, a year or so ago. Motorboat with lots of explosives + ramming big warship = cause more damage (in terms of economic impact) than you receive. Quote:
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Go to the design panel; select the old design, click "upgrade", change the name slightly (I usually like to use the pattern "<shipname> Mk1", "<shipname> Mk2", and so on ... in other words, "Mark 1", "Mark 2", etc.). Then confirm the design. Mark the OLD one obsolete. What that does is, does not change teh design at all -- except to use the most advanced VERSION of each part, that you have. So if you had a ship with two "Capital Ship Missile I" (CSM1), could build ships with "Capital Ship Missile IV" (CSM4) ... the upgraded design will have two CSM4's. Then, you go to the ships you want to refit. Make sure they are somewhere where there are Shipyards, or at least Repair Bay components. Refit them by selectign the "recycle" triangle (the triangle, in green, made of three arrows) on the toolbar. Select the ship(s), select "retrofit", click on the new design. VOILA, you have set orders to refit the ships. NOTE: in simultaneous-move games, the ships will refit FOR THE NEXT TURN, not right away. Don't order them to move away! |
Re: acts of war, war declaration and other topics (my first message!)
Depending on your race the reason for starting at the very bottom of the Treaty Options is
I belive most Culture types get a happyness bonus from each treaty you make. May not be worth it when weighed agaist lost trade. |
Re: acts of war, war declaration and other topics (my first message!)
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Otherwise, the game would end on the first turn, since everybody has a "none" treaty with everybody else at that time. |
Re: acts of war, war declaration and other topics (my first message!)
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Otherwise, the game would end on the first turn, since everybody has a "none" treaty with everybody else at that time.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">"No wars" would not be the only victory condition. Something like "200% of second place player, no existing wars, after 100 turns" is very common. There are innumerable variations that could include the "no wars" factor. As you stated, victory conditions of only "no wars" would end the game on turn one. Kim |
Re: acts of war, war declaration and other topics (my first message!)
As you stated, victory conditions of only "no wars" would end the game on turn one."
Except of course, that they don't. Phoenix-D |
Re: acts of war, war declaration and other topics (my first message!)
It's funny to read his own first message posted on the forum. (What silly questions you can ask when you are a newbie) At this time, there was no newbies FAQ thread !. The Mo2 legacy can also be clearly seen behind some questions...
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