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June 28th, 2005, 01:37 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Gameplay tips & tricks
I've also noticed the AI has a problem determing when not to build production facilities on planets. eg. They colonize a planet with 10% mineral 1% organic and 0% rads and because the minerals are so much higher in relation to the others (120% is the stock percentage in the AI files IIRC) they fill it with mineral miners. I raised the lower limit for value, so when they do this at least it isn't a compleat waste. Of course they still use a planet that is 140%,120%,120% as a reserch or intlegence planet, as 140% is not more than 120% ofeither of the other two. you will get a few more planets that fall into this area though unlessyou change the AI files the a lower prcentage difference to build. So if you make the resource range 50%-150% the AI to about 113%. I have stronger AI's now but then I changed alot of other stuff and haven't yet tried it on the stock game. If someone else wants to try it out and see what you think, I'd like to hear your thoughts (or point out anything I forgot).
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September 9th, 2005, 03:32 AM
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Private
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Join Date: Jan 2005
Location: New Zealand
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Re: Gameplay tips & tricks
I was wondering if someone could tell me,..
Do fleets of fighters help the happiness of a systems population get better?
Also, I have been told of a bug that affects messages you send to other players. If you reply to messages first and then spend the next few days playing and saving your turn, your messages don't get sent,.. or something like that. I now do my messages last but I have started to wonder why my intel projects fail against a races with next to no intel points?? Is there a similar bug which affects Intel projects?  [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img] [img]/threads/images/Graemlins/icon27.gif[/img]
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September 9th, 2005, 03:47 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Gameplay tips & tricks
I don't think fighters help with happiness... only ships and bases.
Dunno about the bug...
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September 9th, 2005, 04:20 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Gameplay tips & tricks
Quote:
Alienboy said:
I now do my messages last but I have started to wonder why my intel projects fail against a races with next to no intel points?? Is there a similar bug which affects Intel projects?
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There are three possible reasons for intel projects to fail:
1) It was blocked by counterintel. Keep in mind that counterintel can be built up during an empire's height and saved indefinitely as long as it isn't being depleted faster than it's being generated. In a worst case scenario, you could have to wade through 12 nearly full Counter Intelligence 3 projects before seeing any success, which would take near 21.6 MILLION intelligence points of offense, not counting further intel defense produced while you're trying to wear it all down.
2) You tried a Puppet Political Parties project and didn't get lucky. This project, and this project only, has a 50% (I think) chance to fail even if counterintel fails to block it.
3) There are no valid targets. If, for example, an empire has been so badly beaten that it has no ships at all, Crew Insurrection projects used against that empire will all fail. This will usually produce a log message that simply states that the project failed, rather than saying that it was blocked.
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September 9th, 2005, 04:49 AM
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Private
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Location: New Zealand
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Re: Gameplay tips & tricks
Quote:
douglas said:
Quote:
Alienboy said:
I now do my messages last but I have started to wonder why my intel projects fail against a races with next to no intel points?? Is there a similar bug which affects Intel projects?
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There are three possible reasons for intel projects to fail:
1) It was blocked by counterintel. Keep in mind that counterintel can be built up during an empire's height and saved indefinitely as long as it isn't being depleted faster than it's being generated. In a worst case scenario, you could have to wade through 12 nearly full Counter Intelligence 3 projects before seeing any success, which would take near 21.6 MILLION intelligence points of offense, not counting further intel defense produced while you're trying to wear it all down.
2) You tried a Puppet Political Parties project and didn't get lucky. This project, and this project only, has a 50% (I think) chance to fail even if counterintel fails to block it.
3) There are no valid targets. If, for example, an empire has been so badly beaten that it has no ships at all, Crew Insurrection projects used against that empire will all fail. This will usually produce a log message that simply states that the project failed, rather than saying that it was blocked.
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I think it is the Puppet Political Parties that I have the most trouble with. Sometimes it has worked but instead of the target planet joining my race, it goes off and makes its own race. I would like to know more about how Intel works,... seems to be a strange beast!  [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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September 9th, 2005, 05:16 AM
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Major
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Re: Gameplay tips & tricks
Quote:
Alienboy said:
I think it is the Puppet Political Parties that I have the most trouble with. Sometimes it has worked but instead of the target planet joining my race, it goes off and makes its own race. I would like to know more about how Intel works,... seems to be a strange beast! [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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Read section "10.1 Intelligence" in the FAQ for the rundown on how intelligence works in general.
PPP is a special exception to the all-or-nothing rule of counterintel. It has a chance to do nothing, a chance to make the target planet form its own empire, and a chance to make the target planet switch sides to join you. If there are already 20 empires in the game, including any that may have alread been wiped out, the possibility of forming a new empire disappears. I don't know what effect this has on the probability of success. A new empire formed by a rebelling planet inherits all aspects of the empire design of its parent empire except name, population picture, and planet and atmosphere types. Somehow, all the population on the planet will spontaneously mutate to breathe the atmosphere of that planet, which can be quite useful for undoming planets without waiting for atmospheric modification plants. The new empire will also inherit all of the parent empire's technology, which may make it an attractive target for technological espionage, since it will only have the resources of that one planet and will not have any counterintel built up.
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September 9th, 2005, 05:50 AM
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Private
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Join Date: Jan 2005
Location: New Zealand
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Re: Gameplay tips & tricks
Quote:
douglas said:
Quote:
Alienboy said:
I think it is the Puppet Political Parties that I have the most trouble with. Sometimes it has worked but instead of the target planet joining my race, it goes off and makes its own race. I would like to know more about how Intel works,... seems to be a strange beast! [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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Read section "10.1 Intelligence" in the FAQ for the rundown on how intelligence works in general.
PPP is a special exception to the all-or-nothing rule of counterintel. It has a chance to do nothing, a chance to make the target planet form its own empire, and a chance to make the target planet switch sides to join you. If there are already 20 empires in the game, including any that may have alread been wiped out, the possibility of forming a new empire disappears. I don't know what effect this has on the probability of success. A new empire formed by a rebelling planet inherits all aspects of the empire design of its parent empire except name, population picture, and planet and atmosphere types. Somehow, all the population on the planet will spontaneously mutate to breathe the atmosphere of that planet, which can be quite useful for undoming planets without waiting for atmospheric modification plants. The new empire will also inherit all of the parent empire's technology, which may make it an attractive target for technological espionage, since it will only have the resources of that one planet and will not have any counterintel built up.
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As you have pointed out, a planet that has rebelled is an easy target for PPP and other projects. The other information is going to be useful so thanks for your comments.
Another issue I wondered about was to do with counter Intel. Lets say you have 4 slots of Counter Intel and you loss them all in one turn to multiple Intel Sabotage attacks. So you add another 4 slots of Counter Intel. I have done the above but suffered loses the next turn, such as resource procurement and crew insurections, which previously were kept at bay by the original 4 slots of Counter Intel? So it is my observation that any new counter Intel projects take one turn to actually start working. Would this be correct?,... Gee, maybe I should take a look at that FAQ thread you mentioned,... before asking these sorts of questions,...lol [img]/threads/images/Graemlins/Fish.gif[/img] [img]/threads/images/Graemlins/Flag_NewZeland.gif[/img] [img]/threads/images/Graemlins/Flag_Checkered.gif[/img]
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September 9th, 2005, 06:20 AM
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Private
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Join Date: Jan 2005
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Re: Gameplay tips & tricks
Crikey! I just had a look at the FAQ thread,..... OMG! I should have paid more attention in my speed reading class,.. Its huge! This game is hell!
Section 10.1.6 covers my last question,... I think. Don't really follow it fully but I have a rough idea.
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September 14th, 2005, 04:05 PM
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General
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Re: Gameplay tips & tricks
Good to know!
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Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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