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December 22nd, 2002, 10:53 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Frequently Asked Questions for Newbies
Quote:
Originally posted by capnq:
10.6 The possible treaty states, starting from the "lowest" are: War, Non-Intercourse, None, Non-Aggression, Subjugation, Protectorate, Trade Alliance, Trade & Research, Military Alliance, Partnership. quote: 10.6.1 Some AI have a limit on the highest treaty to which they will agree. Nothing you can do will change this.
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I'm not sure this is correct; I think that limit is on what they'll offer, not what they'll accept.
Someone needs to verify how Subjugation and Protectorate work; I can't remember who has to offer the treaty. The game does not automatically check which side is "stronger" when the offer is made. From Default_AI_Politics.txt:
Highest Allowed Treaty := Partnership
Therefore I am sure this is correct. Different AI's use race-specific politics files and can and do have settings below Partnership.
I also have verified (prior to posting the info) that the offering empire is the dominant empire in a Protectorate and Subjugation Treaty.
Thank you,
Slick
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December 24th, 2002, 02:12 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Frequently Asked Questions for Newbies
Quote:
Highest Allowed Treaty := Partnership
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OK, I was remembering an old bug in that, which History.txt says was fixed in v1.59.
[ December 24, 2002, 00:13: Message edited by: capnq ]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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December 26th, 2002, 09:01 PM
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Brigadier General
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Re: Frequently Asked Questions for Newbies
I just learned this one the hard way. (Thanks, Geo!)
8.4.10 The default limit for mines in a sector is 100 per empire. This means that every empire can potentially have 100 mines in the same sector. It is customary to make fleets that can sweep 100 mines to be able to clear a given minefield, but this won't protect you from 2 or more allies who heavily mine the same sector. Note that your fleet will not be engaged by mines of an empire that you have a peace treaty with.
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December 27th, 2002, 07:14 AM
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Brigadier General
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Re: Frequently Asked Questions for Newbies
4.2.12 You can colonize the moons by clicking on the main planet. If the main planet has moons, another window will pop up showing all planets & moons in the sector and you can select the one you want.
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December 27th, 2002, 09:39 AM
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Shrapnel Fanatic
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Re: Frequently Asked Questions for Newbies
I don't know if this is in the FAQ already, but it should be:
When a facility has "only one per system/planet effective", it refers to the ability of the facility, not to that specific facility. Eg: A System Robotoid Factory III and a System Mineral Scanner III do not stack, because they use the same ability (to affect minerals production).
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December 27th, 2002, 12:19 PM
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Shrapnel Fanatic
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Re: Frequently Asked Questions for Newbies
Question
How do I build Space / Repair yard ships?
I have the medium transport chassis available but it seems when I choose the "Space Yard ship" vechicle type it demands I use 50% of my tonnage in cargo holds.
This leaves no component slots or available tonnage for a repair bay or a space yard component.
What am I missing?
Answer
1. You would need to use a cruiser or larger hull size. the combat vehicles do not require the cargo minimum that transport ships have.
1 a. You cannot use the transport ships for anything but hauling cargo or colonization. i would use the transport to make a multi habitat type colony ship instead.
2. In the default rules, space yard and repair bay components don't have the "Cargo Storage" ability. To fit them onto a transport hull like that you'll have to go into the components.txt and add the "Cargo Storage" ability (recommend using 0 for the amount) to each space yard and repair bay component. Otherwise, you'll have to use a standard hull big enough to hold them.
3. ...keyword in hull type being 'transport'. In the stock hull type, anything with 'transport' (small, med, large) has the 50% cargo requirement. The easy way 'round it is what Sinapus recommends: add the cargo ability to the component.
The stock game wants you to use 'em as transports and not support vessels 'cause of the tonnage available at the lower tech levels (vs. standard hulls).
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December 27th, 2002, 12:27 PM
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Shrapnel Fanatic
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Re: Frequently Asked Questions for Newbies
FOLLOW UP
Great info. I keep telling myself that I need to start doing this. A Few follow ups:
Question 1 - Is the list saved globally to be able to be used in any/all games or is it just for the current game?
Answer
For the game you use it in unless you save the empire your playing.
Question 2 - Is the list static or dynamic regarding upgrades? i.e. Do I have to make another list when I research another facility upgrade or is the queue updated automatically?
Answwer
I am not sure, but I think you have to manual update it. Good question. I will have to check.
Question 3 - Can I add ships or is it limited to facilities? If possible, what happens if an obsolete ship is called?
Answer
Yes you can add ships. As far as obsolete ships go, I believe it will add them any ways.
Question 4 - Is there error checking if I try to build too many facilities?
Answer
Yes, you will be given an error that your que has exceeded the amount of availible space. You just have to click OK a bunch of times to remove items.
[ December 27, 2002, 10:30: Message edited by: Atrocities ]
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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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