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Old November 8th, 2003, 01:48 PM
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Arkcon Arkcon is offline
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Default Re: warning: newbie inside. beginner\'s questions

Quote:
Originally posted by fladiv:
4. Playing with `emotionless' race, I have conquered some other, non-emotionless species's planet (with 100% population of that species), and its mood was still emotionless for several turns (I don't know would it have ever changed...).
Isn't this a bug? shouldn't mood depend on species the people of those it is?
No, all your racial traits and racial characteristics are applied to captured races and none of theirs apply once they are yours.

Emotionless, Hearty Industrialists, Propulsion experts, whatever, you get what you spent racial points on ... not a penny more or a penny less.

Quote:

5. Why do the planets revolt? I thought they do because of poor happiness of the planet's population, but once emotionless planet has revolted...
Ah, now that is a problem. I was experimenting with an emotionless race, but was not able to replicate the problem, although others warned me about it.

Your race never gets angrier or happier, but if you acquire a race that was rioting, you can never make them happy and therefore, productive again.

P.S. Quick experiments on my part indicate that an emotional race is immune to insurrection-type intel ops.

[ November 08, 2003, 11:56: Message edited by: Arkcon ]
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Old November 9th, 2003, 02:07 AM
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Default Re: warning: newbie inside. beginner\'s questions

Quote:
Originally posted by Alneyan:
With several mods, you will face an hard time capturing some of these worlds. (AIC and likely Proportions as well, you don't want to glass the enemy homeworld, do you?)
Have fun capturing the AI Homeworld with PvKs Proportion style infantry, you could face up to 10000 enemy regiments not to mention hundreds of fighters, sats and weapon platforms
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Old November 8th, 2003, 07:31 PM
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Default Re: warning: newbie inside. beginner\'s questions

You only get AI ministers turned on if you load an empire file that has them turned on. If you create your own, you will not have any AI ministers enabled.

Complex troop design is still important. Rate of fire and range do no matter on weapons though. Total hit points (including shields) are used to determine how long it takes a troop to die. Damage at range 1 of the weapons determines how much damage each troop does to the enemy every round. To hit bonuses (on weapons as well as combat sensors and ECM) have some effect on troop combat, though I am not sure of the exact details there.

Components like Afterburners that provide X bonus combat movement give the ship +X movement in combat. That ability is not rounded. As for the base combat movement, it equals total strategic movement divided by 2, rounded up. 6 strategic movement gives 3 combat movement. 7 strategic movement gives 4 combat movement.

Check out the Newbie FAQ, which is stickied at the top of the forum. It has answers to almost all of your questions, as well as 100s more.
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