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Ministers
How efficient are the colony ministers? Is it possible to make development plans for them?
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Re: Ministers
hi, the ministers aren't very good and they do there own thing. there's very little you can do to get them to do something else. about the only use i know for them is to move around those boring exploration ships and getting a handle on the game when your just starting.
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Re: Ministers
Development plans? Heheh, another MOO3 refugee. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Ministers
You can use "fill queu" instead of ministers. Can save some time.
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Re: Ministers
Yes, I am playing MOO3. Development plans were a really good idea, which were horribly implemented.
It would be nice to have something like that. That way, when an empire gets too huge, I won't just give up, mumbling, "too much." Oh, well. |
Re: Ministers
Well, it can be done in late game SEIV. Sort of, of course. But not much worse then Moo3 plans. If you edit AI_construction_facilities.txt to you liking, you can try ministers on your planets. It will not be optimal, for sure.
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Re: Ministers
Quote:
But what I really don't like is when they send the wrong population -- say I have oxygen breathers and CO2 breathers, and send them to colonize the other's atmosphere, that's just terrible. In an early SE4 classic patch the population minister was pretty good at moving population around to the correct atmosphere. Now the population minister and the colonization minister seem to have a big problem. [ July 23, 2003, 20:45: Message edited by: Arkcon ] |
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