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March 6th, 2007, 05:58 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Global Minister Question
It depends on whether the minister applies to specific planets or not. For construction, yes you have to say which ones. I think there is an option which will turn them all on or off at once.
Actually pretty neat because you can turn them all on but then take the few most important ones for yourself. If you're playing single-player, you can also tinker with the AI build files to get effects all over the empire.
Or you can do what I've enjoyed a lot, and only run one or two things and let the AI do everything else. For example, you can just design the ships, or just decide on research, or just command one fleet. It also means the game flies by, because there is so little to do every turn compared to managing everything every turn.
PvK
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March 6th, 2007, 06:18 PM
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Corporal
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Join Date: Dec 2004
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Re: Global Minister Question
That's kind of what I'm doing right now, experimenting with different governor settings to see what I can offload on him. I haven't been able to get him to build any mines or satellites yet, but he's cranking out ships.
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Jeff
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March 15th, 2007, 03:59 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: Global Minister Question
Quote:
PvK said:
Or you can do what I've enjoyed a lot, and only run one or two things and let the AI do everything else. For example, you can just design the ships, or just decide on research, or just command one fleet. It also means the game flies by, because there is so little to do every turn compared to managing everything every turn.
PvK
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I´m trying to do this in a new game but i´m hitting an annoying/strange minister behaviour: i control only one fleet, the fleet and the ships in the fleet are with the ministers deactivated (no minister icon), but every time my fleet ends without orders it suddently gets and order to go back to the homeworld, even without any minister icon in the fleet or the ships... what gives?
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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March 15th, 2007, 06:00 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Global Minister Question
Quote:
Makinus said: I´m trying to do this in a new game but i´m hitting an annoying/strange minister behaviour: i control only one fleet, the fleet and the ships in the fleet are with the ministers deactivated (no minister icon), but every time my fleet ends without orders it suddently gets and order to go back to the homeworld, even without any minister icon in the fleet or the ships... what gives?
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How many supplies does your fleet have? I have this vague memory that the Supply Minister is one of the globals that doesn't need individual ships turned on. I'm not sure, though, because I gave up on using ministers after only my first few games.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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March 16th, 2007, 08:23 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: Global Minister Question
i thought this was the case, but even when the fleet have over 80% of total supplies as soon as it dosn´t have any orders it goes back to de homeworld...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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March 16th, 2007, 02:56 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: Global Minister Question
Oh, here's a thought: Are any of the ships in the fleet "obsolete" designs? Maybe the Retrofit Minister (Is there a Retrofit Minister?) is trying to "upgrade" them.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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