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February 26th, 2008, 01:30 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
If you get into a war with an AI, is it possible to make peace with them? I'm in a situation where I could crush a computer player, but that would strip defenses from another front. Right now, it is just a drain on my resources.
What I'm asking in essence, is how do I intimidate an AI? How do I get them to sue for peace?
Also, what happens when you damage weapons and other components? Do they degrade in usefulness or are there set breaking points where they become useless junk?
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February 27th, 2008, 01:02 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Random Questions
Settings.txt:
Quote:
Damage Factor Object Still Operational - Weapon := 0.50
Damage Factor Object Still Operational - Component := 0.50
Damage Factor Object Still Operational - Facility := 0.50
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__________________
Things you want:
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February 27th, 2008, 01:45 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Random Questions
If it's a Balance Mod game, a losing AI should consider making a "Ceasefire Agreement" which usually consists of paying the stronger player a small resource tariff each turn - but it's race dependent to a large degree. You can try asking for a basic treaty such as non-interference or non-aggression. They should accept particularly if their mood is shown as terrified.
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February 28th, 2008, 02:31 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
How would I "get them into the mood"? I have options but I'm not sure which action I do makes them more scared or angrier. Is a show of force sufficient? or do I need to lay siege and/or proceed to glass a planet?
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February 28th, 2008, 02:52 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Random Questions
What's their current mood description? Have you tried asking for a treaty with just a non-aggression element?
If you want to make a treaty, it's better to avoid conflict and pull your ships out of their systems with colonies. Over time their anger will fade and they'll be more likely to accept a treaty, particularly those with additional clauses.
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February 28th, 2008, 10:47 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
Thanks for the tips.
Onto another topic:
Boarding parties don't destroy the number of crews that they state they do. For example, 1 boarding party says it can take 200 or 100 crew, but when I test it out, it can only take about 40-50 before they all die. It takes 2 boarding parties just to capture a single 100 crew ship. Is this a typo?
Next, a carrier can launch a fighter every 3 seconds yet a fighter bay can only launch every 9. Why?
Lastly, how do I change the starting fleet names? The alphabetic/greek system isn't very distinctive for me, I sadly prefer numbers. You know, instead of alpha/beta fleet; 1st/2nd fleet.
P.S. Some standard AI fighter bombers carry no weapons early game. I think its cuz the cluster rockets are too big.
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February 28th, 2008, 10:54 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Random Questions
Oops. It's a bug. I've reversed the values on the Boarding Parties component. You can correct it by editing the Boarding parties entry in Components.txt (in the data folder).
From:
Ability 1 Type := Boarding Attack
Ability 1 Description := Boarding Parties provide [%Amount1%] attackers that can overcome [%Amount2%] regular crew members.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 50 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula := 200 + (([%Level%] - 1) * 20)
to
Ability 1 Type := Boarding Attack
Ability 1 Description := Boarding Parties provide [%Amount2%] attackers that can overcome [%Amount1%] regular crew members.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 200 + (([%Level%] - 1) * 20)
Ability 1 Amount 2 Formula := 50 + (([%Level%] - 1) * 5)
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February 29th, 2008, 01:19 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
Quote:
Suicide Junkie said:
Settings.txt:
Quote:
Damage Factor Object Still Operational - Weapon := 0.50
Damage Factor Object Still Operational - Component := 0.50
Damage Factor Object Still Operational - Facility := 0.50
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I got a capital ship missile to the face from a supposedly nonoperational missile launcher. =( 88% damage and it still got off 3 shots, enough to cripple my carrier, the FS Foch.
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March 1st, 2008, 07:06 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
Has anyone ever managed to get the abbidon or the terrans as computer players? I've been playing on and off for several months now and I have yet to see them.
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March 1st, 2008, 08:13 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: Random Questions
I faced the Terrans twice and the Abbidon once within my first five solo 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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