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December 15th, 2002, 03:36 AM
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Shrapnel Fanatic
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Re: Opinion on emotionless
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I research Urban Pacification Centers very early on. In fact there are times I wish the stock happiness modifiers were multiples of 20% not 10% (i.e. jubilant gives you 40% - as it was in SE3) And yes, I know the figures can be modded.
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I don't think it worked that way in SE3...
The mood of the population was unimportant until they started rioting.
You could force them to work at 140% whenever you wanted, and they would simply get angrier.
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December 15th, 2002, 05:00 AM
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Re: Opinion on emotionless
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Originally posted by Arkcon:
OK, a few notes on what I've observed in my test game, they're kinda all over the place, but here goes:
1). The anarchy Groups intel project failed 5 times. I think it's safe to say it doesn't work against emotionless races. Maybe it doesn't work if the race is too jubilant? Could it be that if you build Urban Pac and tons of troops, can normal races become immune?
2). Side note, to test that intel was working at all, I tried the cargo maintenance intel project. The message said it worked, but my weapon platforms were still there. I'd noticed that before, with other races, I don't think this intel project works at all. The population didn't get mad at the enemy intel success.
3). The food contamination project works fine, kills a bunch of people. I don't recall if that makes the population angry, I seem to recall it did, but that could have been something else. But they stayed emotionless until they were all gone By the way, the colony and facilities are still there.
4). I induced an enemy population to riot and captured it with troops. The turned emotionless instantly. I have had no immediate problems with them.
To be determined...
I gifted a bunch of ships to my enemy, so my planets are blockaded and there are huge fleets in my systems. We'll see if captured population and my original species stay emotionless, though I can't see how they would change.
Bottom line, emotionless bugs have been fixed by MM. I really must try an emotionless and a normal race side by side and see over all production. We know emotionless wins in a war that's going bad. I have to see if a +10 % bonus everywhere, all the time wins out over 20 % happiness most places, eventually.
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1) We've done a lot of complaining about PPP and Ship Insurrection with Emotionless. It could be that MM fixed those and Anarchy Groups at the same time. I haven't played as Emotionless in a while so I can't say how it works in the current betas.
2) Cargo Maintenance is really the same thing as 'cargo bomb' against ships. It inflicts a certain amount of damage on your planetary cargo. If your units in cargo have a higher damage rating than the setting for the project, no damage. Just like units in combat suffer no damage until they are destroyed. I recommend upping the damage setting for this project because most WPs are too large to be affected by it even early in the game.
3) Food contamination is lame. It should affect a certain percentage of the population, not a fixed number. But that's an issue for SE V.
4) That's moving from rioting to Emotionless. What about going the other way? What I wonder is, does the game track anger levels 'secretly' for Emotionless populations but just doesn't apply them... and would there be a sudden 'explosion' if you gave a bunch of planets in a difficult location (enemy ships present, etc.) to another empire? If rioting on planets in one system can affect your other systems, it could be an exploit against the AI. Hrm, it could even be an exploit if it affects other planets in the same system.
[ December 15, 2002, 03:20: Message edited by: Baron Munchausen ]
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December 15th, 2002, 06:51 AM
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Colonel
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Re: Opinion on emotionless
1 - Well, I think it's a little unfair to make emotionless an uber trait. Some intel should work againt them. Removing crew insurrection is a little excessive. PPP? Well, I dunno. It's already got a modifier, maybe a small bonus for emotionless.
2 - Hmmm... OK. I had 15 small platforms on the planet. My usual start of the game platform, couple of CSM 1, DUC I in large mount, maybe shield and point defence. Something should have been lost,right Maybe I'll try again with sats in storage or something. Maybe they're small enough.
3 - I didn't really care, just testing that Intel was working.
4 - Don't know about people captureing the emotionless, but then, wouldn't troops and the UPC work? I don't know if mood spreads from system to system. When riots spread, I always assumed I was doing someting wrong in each system.
[ December 15, 2002, 14:16: Message edited by: Arkcon ]
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December 15th, 2002, 04:16 PM
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Re: Opinion on emotionless
Another test game. I used the map editor to cut off half the galaxy. In the other half I made all the planets similar -- rock, oxygen, 110/90/100 resource, unpleasant worlds, of various sizes. I set up some starting planets as well.
I started a 3000 point game with two Groups of Terrans, one emotionless at minimum happiness, no other bonus or benefits. The other Terrans are at default happiness, no other bonuses. The game was setup with bad home planet type.
When the game started, some of my starting planets changed, the emotionless got an extra planet, but oh well. I put on all the ministers and let them go. I prevented them from making contact until they colonized an equal number of planets. That was kinda annoying, what's this obsession with exploration when there are 10 breathables in your system?
They got into fights, but I prevented any ships from firing, for now. They have a trade alliance and all planets in their space are colonized.
The result:
Pretty interesting. Total score is very close. The emotionless were consistently behind for about
the first 50 turns. Now they're ahead. Both races have almost exactly the same amounts of everything score is based on, the only thing pushing the emotionless far ahead is units. All of the normal Terran planets are happy + 10 % production. But there were some indifferent and angry planets before. So I guess, even with indifferent and angry, the benefit of a few jubilant planets is still there.
I'm just going to let them continue on their own and see what happens. I can't wait to see what happens when the XiChung I put in that closed off half of the galaxy open warp points and start streaming through. The started on a ringworld. Heh. If the game is interesting enough I'll have the Terrans surrender to the XiChung and fight them back with my emotionless Terrans.
[ December 15, 2002, 14:20: Message edited by: Arkcon ]
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December 15th, 2002, 05:07 PM
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Corporal
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Re: Opinion on emotionless
Quote:
Originally posted by Suicide Junkie:
quote: I research Urban Pacification Centers very early on. In fact there are times I wish the stock happiness modifiers were multiples of 20% not 10% (i.e. jubilant gives you 40% - as it was in SE3) And yes, I know the figures can be modded.
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I don't think it worked that way in SE3...
The mood of the population was unimportant until they started rioting.
You could force them to work at 140% whenever you wanted, and they would simply get angrier. You're right that it worked differently, but if you had the SE3 Version of an urban pacification center, you could run the planet at 140% production almost indefinitely without it rioting. I think the anger would creep up very slowly. Without the control centers anger would fly up if you tried running at maximum production and it'd take ages to come back down again.
I love these 'work harder, you bloody peasants' facilities.
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December 15th, 2002, 10:02 PM
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Re: Opinion on emotionless
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When the game started, some of my starting planets changed, the emotionless got an extra planet,
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I'm not sure of this, but I think starting points placed in the Map Editor only affect the first planet for each empire; any other planets in multi-planet starts are still random.
I do know that you don't have to place a starting point on a planet; Set Up will put one in the sector if there isn't one there already.
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December 16th, 2002, 02:17 AM
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Corporal
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Re: Opinion on emotionless
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Originally posted by PvK:
quote: Originally posted by Shoujo:
Could just be me, but I'd think that if you just had your main fleet crushed you've got a lot more to worry about than a few riots...
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Not if you have a very large empire, with scores of planetary shipyards, and/or you're playing the unmodded game where it's not usually worthwhile to have long-term resource reserves. A few planets and fleets can cause practically every planet to riot, and thus cripple the entire production base of a very large empire, and make it much harder for the empire to get back on its feet. As I said, I have seen this happen quite clearly in several PBW games. The afflicted empires would have been able to rebuild fairly quickly from a local defeat, but instead their economy was paralyzed and their construction ability mostly removed (essentially, they went from very wealthy to having to rely entirely on trade and space-based construction).
PvK Heh, I know what you're talking about since in my first PBW game ever, I ran into that exact problem when my allies surrendered to me while the enemy was ripping apart their territories
The case you're making for emotionless though, relies on too many 'ifs' for my liking. I'd rather pick traits that'll allow my empire to have a go at becoming large enough to take advantage of the emotionless trait
While we're on the topic of rioting, how exactly does that work? Will having a 4000 pop planet glassed, have the same effect as having a 1 pop planet glassed? Will having a more productive planet glassed have the same effect as having a less productive planet glassed?
I personally don't think having a couple of low value planets glassed should cause everybody in the whole empire to riot, unless the planets in question were located only one or two jumps away from a major population center, or the player's home system... Any way to implement this?
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