|
|
|
 |

March 22nd, 2007, 02:47 PM
|
Corporal
|
|
Join Date: Feb 2007
Location: Spring, TX
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Minefields part two
Hello again,
Can anyone tell me if this fubar arrangements for mines and politics exists in SE5 or did it get fixed. Maybe it's time for me to upgrade.
Does anyone know this?
Regards,
Rob aka dethgod74
__________________
Regards all,
Rob aka dethgod74
|

March 22nd, 2007, 08:50 PM
|
Private
|
|
Join Date: Mar 2007
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Minefields part two
Ok, here is the setup to the game. It's a 3 human player game set up in team mode. So all the AI is allied against us. I have logged to HOST and changed the offending AI to human control. Logging into that player, I checked the empire screed, and there is no trade going on between the AI and Dethgod, and the Treaty grid shows WAR for both spots. So at the moment it does not look to be an obvious "diplomacy" bug.
I think what I'll do is give orders for the AI players ships to leave Dethgods homeworld sector, while changing the treaty status back to none. After I clear him out, I'll reset him back to AI control. Do you think that doing this might fix the problem? I know it's hard to tell since the issue is obviously not quite as clear cut as it first looks, at least from looking at the AI player is concerned...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|