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February 28th, 2001, 11:10 AM
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Corporal
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Join Date: Jan 2001
Location: Zagreb, Croatia
Posts: 59
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Re: Lousy galaxy generation/player placement
Well even in domes outside events affect inhabitans.I mean wouln't you feel more comfortable at the planet that has nice calm atmosphere (not breatheble though) without severe storms or other unpleasent activities, planet with not to many errupting volcanos, earthquaques and similar misfortunes.
Suicide Junkie
On the reproduction issue,I think that you made a bad trade of.I don't know wheter you lowered your enviromental resistance (not sure that I get the name right) but if you didn't that would be much better candidate for gaining points as it reduces your growth by 1% for every 5 points taken away while reproduction decreases growth by one for every point taken away.
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February 28th, 2001, 01:19 PM
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Private
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Join Date: Feb 2001
Location: Lisbon, Portugal
Posts: 45
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Re: Lousy galaxy generation/player placement
Hey Possum!
We must be wary of counter intelligence operations!
The greatest asset of our secret "organization" is that its infamous members (us!) are notoriously known for their capacity to take a laugh at the expense of ourselves!
From now on, you must call me by my real name:
Ubik "the pegleg"
;-)
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About the starting planet not having optimal conditions, it is probably possible to have an option in the game setup to take care of that.
I think what you are asking for is a "Quadrant Editor" where you can make a Quadrant the way that suit your whims.
I prefer by far the randomness in the game because it always keep me on my toes. And after all, even if MM think about controling planet placement, someone will probably start complaining about his side of the quadrant being less defensible (more warpoints, for instance) than his neighbours... which would led us to a VERY undesirable end: abolishing the random factor in the game setup.
Overall, I think MM should concentrate on more important issues than doing a Quadrant Editor...
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February 28th, 2001, 04:55 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Lousy galaxy generation/player placement
quote: Originally posted by suicide_junkie:
Thanks, I guess I'll just settle in for trench warfare and wait for my Condition improvement plants to kick the planets up enough for the pop to grow.
Anyone know how long it takes Condition Improvement Plants to fix "Deadly" conditions? Or if "Deadly" can EVER be fixed?
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February 28th, 2001, 07:14 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: Lousy galaxy generation/player placement
"deadly" conditions are just conditions with a negative % (or maybe just really low like 0% to 15%) So, ten CI 3s should be able to boost that up 30% to 'harsh' or so over a year.
Whatever you do, It'll take a long time. I suggest throwing up a single CI3, and shuttling colonists over. Or, alternatively, destroy the planet, and rebuild it. Asteroids might not keep track of conditions.
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As for the race:
I knew it was gonna hurt reproduction badly when I chose it. I wanted to make the game harder without resorting to big AI bonuses.
Now, my pop grows by 50M people per turn Empire-wide, and I have to shuttle them around, and back to my homeworld.
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