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  #1  
Old December 31st, 2000, 03:25 AM

Kagetora Kagetora is offline
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Default Re: Ring and Sphereworlds

Yeah they are awesome all right but right before you get the ringworld tech you get the tech to change all the planets into your atmosphere which if you have any decent number of planets going would give you so much population that it wouldn't freaking matter anymore. Not to mention the increase in resources. I never said the ringworlds weren't good I just said they were impractical for a serious war and are really only good for show. They just show up too late in the game and cost far too much research and resources to be worth it.
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Old December 31st, 2000, 03:29 AM

Kagetora Kagetora is offline
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Default Re: Ring and Sphereworlds

How much anybody would care how many turns it took you can also be a formula. X+Y-1 Where X is how totally useless and impractical what you did was. Which in this case is near optimum. Where Y is the amount of over enthusiasm you showed for this useless and meaningless effort which was also extreme. Minus 1 is the amount your intelligence is below the sum in order for you to actually think it mattered enough to post it.
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Old December 31st, 2000, 05:54 AM
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Default Re: Ring and Sphereworlds

What's your problem, Kagetora? Joda (politely) posted an interesting way to speed-build a ringworld, and you needlessly flame him for it?

Your other Posts (and everyone else's) in this thread are all nice discussion of the game. I don't see why any flames were called for here. Grow up.

Anyway, thanks, Joda - I thought it was an interesting and worthwhile post.
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Old December 31st, 2000, 08:50 AM

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Default Re: Ring and Sphereworlds

I'm now past 1600 turns on my first SE IV 1.19 game (continued after the tutorial). I own just two adjacent systems (which I have closed all access to), completed my research tree, and have built two sphereworlds. I'm in the process of completing facility construction on them, as well as building a huge fleet. I have no idea what size of map I'm playing in, but with the resources of these two sphereworlds at my disposal, I will be unstoppable once I reopen the warp points. It took me less than 60 turns to build one (that may seem like forever, put I like long term games). I love this game! (if they fix the resource check bug, I will love it even more)
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Old December 31st, 2000, 10:09 AM
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Default Re: Ring and Sphereworlds

quote:
Originally posted by Joda:
In my case it took 8 or 9 turns because I had not build up my organics and radioactives industry enough, so I had to wait a few extra turns to uppgrade all of my SBs. Needless to say this procedure uses up A-L-O-T of resources, but I never said it would be cheap, just faster.



Good comments.. cheesy, but good despite kagetora's harsh attitude. I was working on a similar idea, but I try to plan everything arround a simultanious turn game, where this wont work. you end up adding an extra turn for every upgrade step you have to do, so it is only practical to do one or two upgrade steps (which in turn means a more expensive initial SB design, i was thinking of using stellar manipulation components to up the cost). the good thing is, you can emergency build the heck out of the first design, because even if your construction ships are stuck in slow build for the upgrade turns, it does not delay the construction time.

alright, its cheesy and abusive. no i dont do things like that in multiplayer, no i dont cheat all the time, yes i like a challenge. flame me with that planetary napalm, my speed built RWs give me enough surplus population that I dont have to care..
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Old December 31st, 2000, 12:55 PM

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Default Re: Ring and Sphereworlds

To Nyx: Your old strategy of blowing up non-huge worlds and remaking them as huge no longer works. The planet generator in 1.19 (and the earlier 1.11 Versions) generates planet sizes based on the asteroid field's size it is constructed from. Hence a small asteroid field will only create a small world.

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Old December 31st, 2000, 01:02 PM

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Default Re: Ring and Sphereworlds

To Director Tsaarx: When making changes to population modifiers in the settings.txt file, the Last modification must be unobtainable (hence the reason the original had the population set at 200,000,000) or once you have obtained the Last modifer's population setting you will lose any modifier obtained. Your change of the population to 19,999 will mean that once a planet reaches 20,000 and triggers the Last modifier, it will not show bonuses of 200% as one would think, but in fact shows no bonuses for population size at all. Must be something in the coding.
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