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July 10th, 2003, 09:57 PM
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Re: A thought on Neutral Races
Arcon,
Just followed the link in your sig.
ROTFLMAO
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July 10th, 2003, 11:17 PM
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Re: A thought on Neutral Races
Hmmm... making your own neutrals... this might work for a Guardian of Orion type scenario...
edit: or a tamer Version of Space Monsters!
[ July 10, 2003, 22:18: Message edited by: Ed Kolis ]
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The Ed draws near! What dost thou deaux?
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July 11th, 2003, 01:46 AM
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Re: A thought on Neutral Races
Neutral races can be modded so they are invulnerable in the early game. I think it is possible to give them a tree where thy will build large weapons platforms with heavy weapons, large ships, and maybe drones. You can also make it so they are unlikely to make an alliance or participate in trades.
This would move them from minor nuisance to significant road block.
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July 11th, 2003, 04:52 AM
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Re: A thought on Neutral Races
Another thought came to mind, what is the maxiumu amount of neutrals can there be? Can the number be adjusted?
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the quiet ones always change the universe...
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July 11th, 2003, 05:35 AM
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Re: A thought on Neutral Races
Quote:
Originally posted by Rojero:
Another thought came to mind, what is the maxiumu amount of neutrals can there be? Can the number be adjusted?
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The limit is hardcoded at 5 per game.
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Ragnarok - Hevordian Story Thread
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I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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July 11th, 2003, 06:19 AM
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Shrapnel Fanatic
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Re: A thought on Neutral Races
Quote:
Originally posted by Ragnarok:
quote: Originally posted by Rojero:
Another thought came to mind, what is the maxiumu amount of neutrals can there be? Can the number be adjusted?
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The limit is hardcoded at 5 per game. This is a limit that must be fixed in the next patch. I would love a game with 19 neutrals.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 11th, 2003, 06:26 AM
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Re: A thought on Neutral Races
Quote:
Originally posted by Atrocities:
quote: Originally posted by Ragnarok:
quote: Originally posted by Rojero:
Another thought came to mind, what is the maxiumu amount of neutrals can there be? Can the number be adjusted?
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The limit is hardcoded at 5 per game. This is a limit that must be fixed in the next patch. I would love a game with 19 neutrals. Hmm, I agree that this should be fixed in the next patch but I don't see how a game with 19 neutrals would be fun. Unless of course you modded them to be uber strong and could barely break their defenses. But other then that you would have full run of the galaxy and be able to build up with no resistance. Or unless you only had a 20 system map with 1 empire in each. Hmmmm, the possibilities. This is all in my opinion of course. I'm not saying it wouldn't be fun period.
__________________
Ragnarok - Hevordian Story Thread
-------------------
I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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July 11th, 2003, 10:32 AM
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Re: A thought on Neutral Races
I think it would a great challenge for a modder to try to make a viable neutral- One that is more than just fodder for the larger empires.
If anyone's interested, I havbe a spare race pic that would make a great neutral...
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July 11th, 2003, 11:51 AM
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Colonel
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Re: A thought on Neutral Races
I made a neutral racial trait. The main points I included are: athmosphere converter and universal colony module to let the neutral empire colonize all planets in their system as early as possible and use them as efficiently as possible. Then facilities that improve happiness and combat success. The research and construction file go early for mines and satellites.
Just to give you an example:
Name := System Defense Complex
Description := Large comples that improves the defense of the entire system.
Facility Group := Ship Support
Facility Family := 96
Roman Numeral := 0
Restrictions := None
Pic Num := 50
Cost Minerals := 10000
Cost Organics := 10000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Neutral
Tech Level Req 1 := 1
Number of Abilities := 7
Ability 1 Type := Fleet Training - System
Ability 1 Descr := Fleets in this system will improve by 3% each turn up to 30% (only 1 facility per system effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 30
Ability 2 Type := Ship Training - System
Ability 2 Descr := Ships in this system will improve by 3% each turn up to 30% (only 1 facility per system effective).
Ability 2 Val 1 := 3
Ability 2 Val 2 := 30
Ability 3 Type := Combat Modifier - System
Ability 3 Descr := Gives a 30% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 3 Val 1 := 30
Ability 3 Val 2 := 0
Ability 4 Type := Damage Modifier - System
Ability 4 Descr := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 4 Val 1 := 15
Ability 4 Val 2 := 0
Ability 5 Type := Stop Nebulae Creator
Ability 5 Descr := Stops all nebulae creating devices within the system.
Ability 5 Val 1 := 0
Ability 5 Val 2 := 0
Ability 6 Type := Stop Black Hole Creator
Ability 6 Descr := Stops all black hole generating devices within the system.
Ability 6 Val 1 := 0
Ability 6 Val 2 := 0
Ability 7 Type := Stop Star Destroyer
Ability 7 Descr := Stops all star destroying devices within the system.
Ability 7 Val 1 := 0
Ability 7 Val 2 := 0
The nice thing about giving the neutral empires special racial technology is that you can't steal it from them, even if you eventually conquer them.
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July 11th, 2003, 02:06 PM
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Colonel
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Re: A thought on Neutral Races
Quote:
Originally posted by dogscoff:
If anyone's interested, I havbe a spare race pic that would make a great neutral...
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Is it Willie Wonka?
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