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September 8th, 2002, 05:32 PM
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Second Lieutenant
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Join Date: Mar 2001
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Re: One Planet Challenge
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Originally posted by Nodachi:
If you allow the AI to colonize they're going to have a huge advantage over the humans.
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True, but that is the challenge off course
And besides, someone has to do the researching, if everyone only has 1 planet, research would take forever.
And the advantage isn't that big, especially if we give the OPC-players better robo-miners.
I'm currently in a game, where robo-miners give 900 minerals instead of 600, and i also added 3 extra shipsizes called small, medium, and large resourcer, sizes 300kt, 600kt, 900kt.
I can colonize planets, but i don't have mining facilities, and my research centers only give 300 points. Currently i'm ranked first with the most ships, and i still have a 10k mineral surplus. I'm currently using the 600kt ships for resourcing.
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There are a million things we could do to counter the research loss. I like the idea of having to capture ships for tech (kind of like P&N). Boarding parties at game start would probably be easiest to do. Then at higher levels change it over to a ranged attack based on the AS, commando torpedoes!
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Yep, like that idea too of capturing tech.
We could also create a small analyzing component, to analyze tech on location, instead of having it bring to a spaceyard.
The component would technically be a spaceyard, but with zero production rate, and a lot smaller, maybe 50kt.
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September 8th, 2002, 06:05 PM
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First Lieutenant
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Re: One Planet Challenge
Lemmy, you're absolutely right.  I've been testing it out against the AI and it's working out quite well.
What I did was make a zero point racial trait called Non-Expansion and then copied and linked a new set of Boarding Parties to it. They are twice as powerful and half the tonnage of normal and you get level 1 for free.
Now for the problem, the only way I can think of to restrict colonization techs would be to make them a racial tech. That means modding any AI that would be in the game. So it might be easier to just have humans on the honor system.
[Edit- Forgot to ask question.]
Do you want the analyzer to be availible from start or work for it?
[ September 08, 2002, 17:21: Message edited by: Nodachi ]
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September 8th, 2002, 06:20 PM
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National Security Advisor
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Re: One Planet Challenge
I am not even sure modding colony techs to be a racial trait would work. The game treats them differently. It might give you the colony tech even if you don't have the racial trait.
Geoschmo
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September 8th, 2002, 06:26 PM
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First Lieutenant
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Re: One Planet Challenge
Well, in testing I found out that you couldn't remove them from the files but you can set them to removable in the game set-up and that works- but that would be an all or nothing solution.
Too bad restricted techs wasn't in the Last patch. 
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September 8th, 2002, 06:42 PM
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Second Lieutenant
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Re: One Planet Challenge
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That means modding any AI that would be in the game. So it might be easier to just have humans on the honor system.
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that's easy, i can do that..
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Do you want the analyzer to be availible from start or work for it?
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dunno yet, if it has to be researched it must be cheap, since the AI will never research it.
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I am not even sure modding colony techs to be a racial trait would work. The game treats them differently. It might give you the colony tech even if you don't have the racial trait.
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it works, i tried it a few days ago with 1.79.
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Well, in testing I found out that you couldn't remove them from the files but you can set them to removable in the game set-up and that works- but that would be an all or nothing solution.
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I think the best way would be to use Racial Traits, since there will be OPC specific techs anyway, and i can change the AI files to use the "Normal" trait, it's not that much work.
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