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January 10th, 2002, 07:29 AM
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National Security Advisor
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Re: Racial Differentiation (long read)
"Is there any way to make bloodthirsty/neutral less detrimental race-stances by modding the game files? I.e. assign less penalties more bonuses? I'm still only beginning to look into all the files."
Yes, happyness .txt I belive.
RE: repair: automatic repair would be a bit TOO powerful methinks. Especially given that the basic repair component is *150kt* and only repairs three components at once..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 10th, 2002, 01:52 PM
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Second Lieutenant
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Re: Racial Differentiation (long read)
I've been finding that bloodthirsty actually works fairly well as long as the race is ALWAYS at war with at least one other race. As long as they don't get caught in a defensive posture for too long, I thought they seemed to handle wars better than the peaceful ones.
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January 10th, 2002, 04:17 PM
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Shrapnel Fanatic
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Re: Racial Differentiation (long read)
RE: Psychic Takeover weapons. The damage amount is equal to the % chance that the ship will be taken over.
Fighter weapons stack, so if the fighter's AS only does 1 damage, an stack of 100 fighters will be guaranteed to take over the target ship.
Re: shield regen. The abilities are treated completely separately, so the regen will happen every turn.
As another alternative, you could have the weapon use up negative supplies. Your ship would then gain fuel every time you fire, even if you miss.
RE: repair. To make automatic repair, add the ability to the vehicle. If you want to require crew in order to do repairs, either add the repair ability to a new lifesupport component, or create a "Damage control teams" component, say 30KT : 1 repair(lowtech) and 15KT : 1 repair (hightech).
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January 10th, 2002, 05:00 PM
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Second Lieutenant
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Re: Racial Differentiation (long read)
who are these centauri? they seem pretty good if they are kickign your butt. where did you get htem.
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January 10th, 2002, 05:17 PM
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Private
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Re: Racial Differentiation (long read)
Re: happyness; thanx Phoenix-D. Guess tweaking numbers and getting bonuses for not making treaties and ensuring bloodthristy/neutral races dont is the way to go. However, neutral races get happier for each new treaty: none. Would that mean they get happier each time they encounter another race? Seems OOC.
Re: repair: I didnt mean per combat turn but per game-turn. Repair as is blows monkey-testicles, but getting 3 out of 15 components on a ship repaired per game-turn in exchange for racialpoints that could've been used to get +20 mineral production seems fair.
Using component auto-repair wasnt what I was looking for, although it's a nice feautre I've read about in other mods.
Does adding Regen for living quarters mean the entire ship repairs? I thought only the components with that ability were repaired.
Re: energy drain weapons: brilliant idea S_j! No seriously I like it.
[ 10 January 2002: Message edited by: Egregius ]
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January 10th, 2002, 05:25 PM
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Private
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Re: Racial Differentiation (long read)
Re: centauri: I ripped them from the Babylon 5 mod. Well not ripped used of course. They are in the mods-board under race/ai downloads.
They aint kicking my butt yet as I'm yet to encounter a third race (first new race was Roguefleet), but I'm pretty impressed that they can pull up to my score even with research if I'm building new colonies 24/7. I'm not a great player though, but top 3 in game.
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January 10th, 2002, 05:49 PM
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National Security Advisor
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Re: Racial Differentiation (long read)
"However, neutral races get happier for each new treaty: none. Would that mean they get happier each time they encounter another race?"
No, I think that's a bonus for when they BREAK a treaty.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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