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July 10th, 2003, 10:15 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: A thought on Neutral Races
neutral races:
* use anything in their folder; other than that, they use the generic files.
* never leave their system
* are commonly viewed as a minor nuisanse/free system
* can possibly be modified to be a real divider
* can be modded
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Let the game begin!
Green bug from outa space!
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July 11th, 2003, 01:46 AM
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BANNED USER
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Re: A thought on Neutral Races
Neutral races can be modded so they are invulnerable in the early game. I think it is possible to give them a tree where thy will build large weapons platforms with heavy weapons, large ships, and maybe drones. You can also make it so they are unlikely to make an alliance or participate in trades.
This would move them from minor nuisance to significant road block.
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July 10th, 2003, 02:14 PM
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Lieutenant Colonel
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Re: A thought on Neutral Races
Quote:
Originally posted by Gryphin:
Neutral races can be modded so they are invulnerable in the early game. I think it is possible to give them a tree where thy will build large weapons platforms with heavy weapons, large ships, and maybe drones. You can also make it so they are unlikely to make an alliance or participate in trades.
This would move them from minor nuisance to significant road block.
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Any mod that puts emphasis on the defense can do this with them. I don't know what Proportions does with them, but I know that Neutrals can do this in my Highliner Mod. At the current settings, Neutrals can hold their own against player and AI Empires re: tech and unit creation well past the mid-point of the game.
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July 10th, 2003, 02:48 PM
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General
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Re: A thought on Neutral Races
What if you made a neutral only race tree. One that allows their miners to produce far more minirals then regular players do. Thus allowing them to have more resources to build ships and bases in their home system. The end result would be a large neutral in a single system that would be tough to break.
Perhaps also mod in stronger weapons and so forth.
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Ragnarok - Hevordian Story Thread
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I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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July 10th, 2003, 02:57 PM
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BANNED USER
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Re: A thought on Neutral Races
1 very powerful Neuatral
That could work into the SE Olympics for a short game.
How many turns to destroy the a strong neutral
Same map and start for all games
This could be with 1 to 3 starting players.
Can anyone not playing in the SE Olympics make this neutral?
Possibly a 7 day max time allowed
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July 10th, 2003, 03:26 PM
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Colonel
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Re: A thought on Neutral Races
Quote:
Originally posted by Ragnarok:
What if you made a neutral only race tree.
Perhaps also mod in stronger weapons and so forth.
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I always thought that neutrals should have their own racial techs. That way there would be some incentive to keeping them alive and allied with your empire. But it was pointed out that when randomly generated, neutral races never take racial traits. 
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July 10th, 2003, 03:38 PM
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Colonel
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Re: A thought on Neutral Races
Quote:
Originally posted by Arkcon:
quote: Originally posted by Ragnarok:
What if you made a neutral only race tree.
Perhaps also mod in stronger weapons and so forth.
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I always thought that neutrals should have their own racial techs. That way there would be some incentive to keeping them alive and allied with your empire. But it was pointed out that when randomly generated, neutral races never take racial traits. You can mod that in the general.txt file of the neutral race. If you include there an advanced racial trait it will be used.
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