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  #11  
Old February 23rd, 2008, 05:49 PM
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Default Re: Scanners and Jammers

Bonus is a multiplier for resource income and build rate.
In SE4, it is 2x, 3x, and 5x for both.
In SE5, it is 2x, 3x, and 5x for resources, and 1.5x, 2x, 3x for build rate.
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  #12  
Old February 23rd, 2008, 06:07 PM
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Default Re: Scanners and Jammers

In SE4, isn't the bonus for build rate also 1.5x, 2x and 3x?
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  #13  
Old February 24th, 2008, 01:28 AM

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Default Re: Random Questions

I believe it is.
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  #14  
Old February 26th, 2008, 01:30 AM

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Default Re: Random Questions

If you get into a war with an AI, is it possible to make peace with them? I'm in a situation where I could crush a computer player, but that would strip defenses from another front. Right now, it is just a drain on my resources.

What I'm asking in essence, is how do I intimidate an AI? How do I get them to sue for peace?

Also, what happens when you damage weapons and other components? Do they degrade in usefulness or are there set breaking points where they become useless junk?
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  #15  
Old February 27th, 2008, 01:02 PM
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Default Re: Random Questions

Settings.txt:
Quote:
Damage Factor Object Still Operational - Weapon := 0.50
Damage Factor Object Still Operational - Component := 0.50
Damage Factor Object Still Operational - Facility := 0.50

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  #16  
Old February 27th, 2008, 01:45 PM
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Default Re: Random Questions

If it's a Balance Mod game, a losing AI should consider making a "Ceasefire Agreement" which usually consists of paying the stronger player a small resource tariff each turn - but it's race dependent to a large degree. You can try asking for a basic treaty such as non-interference or non-aggression. They should accept particularly if their mood is shown as terrified.
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  #17  
Old February 28th, 2008, 02:31 AM

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Default Re: Random Questions

How would I "get them into the mood"? I have options but I'm not sure which action I do makes them more scared or angrier. Is a show of force sufficient? or do I need to lay siege and/or proceed to glass a planet?
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  #18  
Old February 28th, 2008, 02:52 AM
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Default Re: Random Questions

What's their current mood description? Have you tried asking for a treaty with just a non-aggression element?

If you want to make a treaty, it's better to avoid conflict and pull your ships out of their systems with colonies. Over time their anger will fade and they'll be more likely to accept a treaty, particularly those with additional clauses.
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  #19  
Old February 28th, 2008, 10:47 PM

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Default Re: Random Questions

Thanks for the tips.

Onto another topic:
Boarding parties don't destroy the number of crews that they state they do. For example, 1 boarding party says it can take 200 or 100 crew, but when I test it out, it can only take about 40-50 before they all die. It takes 2 boarding parties just to capture a single 100 crew ship. Is this a typo?

Next, a carrier can launch a fighter every 3 seconds yet a fighter bay can only launch every 9. Why?

Lastly, how do I change the starting fleet names? The alphabetic/greek system isn't very distinctive for me, I sadly prefer numbers. You know, instead of alpha/beta fleet; 1st/2nd fleet.
P.S. Some standard AI fighter bombers carry no weapons early game. I think its cuz the cluster rockets are too big.

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  #20  
Old February 28th, 2008, 10:54 PM
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Default Re: Random Questions

Oops. It's a bug. I've reversed the values on the Boarding Parties component. You can correct it by editing the Boarding parties entry in Components.txt (in the data folder).

From:

Ability 1 Type := Boarding Attack
Ability 1 Description := Boarding Parties provide [%Amount1%] attackers that can overcome [%Amount2%] regular crew members.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 50 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula := 200 + (([%Level%] - 1) * 20)

to

Ability 1 Type := Boarding Attack
Ability 1 Description := Boarding Parties provide [%Amount2%] attackers that can overcome [%Amount1%] regular crew members.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 200 + (([%Level%] - 1) * 20)
Ability 1 Amount 2 Formula := 50 + (([%Level%] - 1) * 5)
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