Re: Balance Mod Available for SE:V
Ok, here we go :
large quadrant (as before), high tech cost (instead of normal), high number of AI (as before), no neutral empires (changed that)
Abbiddon where the 3rd or 4th race I met - sadly, the very next turn I ran a scout over one of their colonies, accidently glassing the planet. Mood was "indifferent" the whole time, but maybe that kept them from offering another insane treaty proposal. (Somehow they must have gotten hold of rock colonizing tech around turn 27, thouhg. Either from a ruin or as a gift from someone else. They don't have a tech exchange treaty in turn 53, at least).
I offered them a gift (50k/20k/50k) ressources on turn 48, but relations didn't change ... ("indifferent")
Now, 5 turns later (turn 53), relations suddenly jump to "receptive", and I get a intersettling treaty suggestions ...
Note - relations in this game where much "cooler" up to that point than in the game before. Looking into the AIs turns, not many treaties have been signed up to now, while in the game before (where the Abbiddon made that insane suggestions) most nations which met had a treaty within several turns.
Does changing the tech costs or leaving out neutral empires make a difference here?
Everything is 7-zipped up and emailed to above adress.
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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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