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July 21st, 2004, 08:00 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Quick Questions-Added
Fyron made the post I believe. Past that I do not recall much other than it was dicussed heavily.
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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 21st, 2004, 08:06 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Quick Questions-Added
I believe that putting a damage value for ranges all the way up to 21 will make a missle keep going until it hits its target, but I haven't tried that.
Neutral races can only have technologies available to everyone else, and only get unmodified racial charactaristics, I believe.
However, you can make interesting non-neutral AIs that will stay in their system by only supplying ship designs that will not explore, like defensive ships. They will only leave their homesystems if they are given system maps of other systems, as non-exploring ships will not corss warp points that lead to the unknown. I don't immidiately recall all the specifics of this 'bottled demon' style AI, but it has been discussed somewhere.
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July 21st, 2004, 09:49 AM
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Colonel
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Join Date: Jan 2001
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Re: Quick Questions-Added
Neutrals can have and use racial technologies if you include them in their AI files. You can even create special super technologies for them to make them stronger: global production center (facility that produces all resources), universal colony module (all planet types can be colonized from the beginning of the game), cheap atmosphere converter and so on. In standard SE IV this is just not used.
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July 21st, 2004, 10:12 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: Quick Questions-Added
Loser is right about infinite distance missile.
Example from the SJ's Gritty Economy mod which has infinite range missiles:
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
So, as you see, they have to fire at range 21.
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July 21st, 2004, 10:54 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Quick Questions-Added
Thanks guys, been playing a bit lately (in between diaper changes, lol) and have taken a liking to having 4 AI's and 10+ neutrals on a high/max bonus setting. Been fun seeing the Flora and the Tesselite duke it out while I try to protect the neutrals. (nasty AI's those).
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July 21st, 2004, 11:12 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Quick Questions-Added
What expanded role can we see for neutrals in SE5 - suggestions welcomed.
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July 21st, 2004, 12:56 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Quick Questions-Added
Couple of other Modding Neutral Threads:
A few more ideas on the subject
http://www.shrapnelgames.com/cgi-bin...3;t=009521;p=2
A few more ideas on the subject
http://www.shrapnelgames.com/cgi-bin...=008920#000007
Neutrals Building Repair Ships
http://www.shrapnelgames.com/cgi-bin...193;p=2#000019
Maybe a Neutral that built fast very strong drones that could reach anywhere in one or two turns. This combined with an active warp mining activety could be nasty.
I always wondered what a Neutral would do if it had warp point openers. Imagine if it spent the game making random warp point connections?
[ July 21, 2004, 12:00: Message edited by: Gryphin ]
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