Thread: A first!!!
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Old December 9th, 2006, 05:59 PM
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Arralen Arralen is offline
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Default Re: A first!!!

Quote:
Imperator Fyron said:
The idea was that huge cities clustering tons of people into small spaces tend to raise general levels of discontent. If that is the only thing you dislike about the mod, you can perhaps try the attached file, in which I set the unhappiness to 0 for metroplises.
Thanks, will try that out. And have a look at the file, to see how it is done.

You know, its not that I don't like the idea in general - while I have some doubt if that penalty makes sense - if I can build an entertainment falicity seperatly, why not postulate its already incorporated into the Mega-Polis thing? At least, mines, farms, extraction and research centers seem to be ...
What I don't like is that it feels not entirely thought-through .. the AI can't cope with it, I think, and even the human player has little options to cure the unhappiness, at least at that level ...


Quote:
Note that homeworlds can not riot; they stop at the Angry level.
Means -20% production from angriness nevertheless.


Quote:
The AI is configured to build as many happiness facilities as it needs (actually 1 extra) for all colony types, so the worker unhappiness scheme generally will not hurt them.
But the homeworlds are generally full, so unless the AI can tear done facilities now, it will end up with maximum angry homeworlds and the according production penalties. AFAIK, it can't raze facilities?!

Btw, it looks to me like those morale penalties from the mega-cities are cumulative .. at least the +4 entertainment thingie didn't help me at all ?!



Speaking of un-happiness:
Is there something upside-down with the happiness in between-nation relations? If I stumble over an AI in the next system which is agressive and whatnot, it knocks on my door asking for a trade agreement some turns later .. despite having all our system disputed by each other and all.
Then, I meet another AI out there 5 systems away. Despite being neutral and having not one disputed system, and none of mine ships in their systems etc., they go "murderous" and declare within 5 turns. Sometimes their mood gets up to normal levels again, but they'll stay at war forever.
Have started 5 games (with different mods), and it happened not only once, but in at least 3 of those 5 ?!?!?



Quote:
What about leaky armor/shields?
I'm not sure if I like them (any more) - looks to me they don't really work out, at least in the versions I have seen up to now:
Armors:
Some mods even mix leaky and 'normal' armor, what doesn't make sense at all? I mean - leaky armor is just a functionless compoment, that can take more damage than 'real' components. But this is more 'armored structure' than outlying armor which shields the ship .. unless 30% of the components or more are armor components - otherwise hits on the armor are just too unlikely. Sadly, those armor pieces still have standard size, therefore if I fill a ship with 30% armor tiles, it wouldn't be able to do anything as there wouldn't be sufficient space to place everything else. If those armor tiles are smaller than normal components (some mod does that), they work better, obviously, but take forever to repair ...
This gets rediculous if some armor types stay 'hit first' .. 1 piece providing 100% protection ..
Shields:
Shield regenerating ability was way too low to make any difference, at least at the tech level I got to try out: Again the shield should be reloaded to at least 30% between single hits, otherwise its not leaky, it turns into duct tape after the first go-through ...

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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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