|
|
|
 |

September 13th, 2003, 07:20 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: deadly conditions.
No, contrary to what Rello thought (and his idea seemed to be reasonnable), it does not multiply as I was able to go to 0.0 to Harsh condition in 39 years (or perhaps slightly less). The evolution is *very* slow though from Deadly to Harsh, much slower than from Mild to the best for instance, but don't ask me why.
So you have to wait for another 20 years Oleg before having the pleasure to see the transformations of your planet, or you could build ten CI plants.  (My tests have been done with a level 3 CI, so you could speed up the process a bit)
|

September 13th, 2003, 07:32 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: deadly conditions.
Ok then. 
|

September 13th, 2003, 07:42 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: deadly conditions.
Oh, dear :0
I' have to forfeit this game then
That killer event occured on my HomeWorld, and it is the not-connected AIC game against low bonused AI...
Anyway, what is the correct formulae for condition changes ? I am 100% certain it was only -20 change.
JLS, may be you should reconsider events.txt settings ?
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

September 13th, 2003, 07:59 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: deadly conditions.
Quote:
Originally posted by Imperator Fyron:
Umm... are you sure it multiplies? I could have sworn it adds... must test this again.
|
No, I wasn't sure. I assumed that atmospheric imrovement worked the same way value improvement does (and I am quite sure that these facilities do multiply).
|

September 13th, 2003, 08:29 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: deadly conditions.
Nope. VIP adds, not multiplies. This I am certain of (a dozen PBW games of watching them add directly can't be wrong).
[ September 13, 2003, 19:29: Message edited by: Imperator Fyron ]
|

September 13th, 2003, 08:44 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: deadly conditions.
Yes, Fyron is right on this one, a VIP on a planet with 0/0/0 and another on a planet with 180/180/180 are as effective, they both add +3% each year to each ressource.
|

September 13th, 2003, 09:11 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: deadly conditions.
VIP add in the standard game, they do multiply in a finite resource game though. In that case if you allow the planet to get to zero there is no way to bring it back.
[ September 13, 2003, 20:11: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|