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  #1  
Old August 17th, 2002, 08:58 PM
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Default Re: Newbie Question: Neutal Races

Neutrals also always spend 0 racial points, regardless of what starting points new players get from the Game Set-Up, so all their characteristics are Average, and they never have Advanced Traits.
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Old August 17th, 2002, 09:26 PM
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Default Re: Newbie Question: Neutal Races

Quote:
Originally posted by capnq:
Neutrals also always spend 0 racial points, regardless of what starting points new players get from the Game Set-Up, so all their characteristics are Average, and they never have Advanced Traits.
That is not necessarily so: you can edit the neutral general.txt file and change it like an ordinary race. I have done that in my mod and it works perfectly. However what is hard coded is, that neutrals don't colonize outside their original system and only on rare exceptions send ships through warp points.
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Old August 17th, 2002, 09:56 PM

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Default Re: Newbie Question: Neutal Races

"However what is hard coded is, that neutrals don't colonize outside their original system and only on rare exceptions send ships through warp points."

I think they don't send ships at *all* now. Oh, and don't bother trying to take over a neutral mid-game and make them into a regular race- you give the warp command and your ships will just sit their scraching their heads going "Warp? What's that?"

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Old August 17th, 2002, 10:18 PM
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Default Re: Newbie Question: Neutal Races

Quote:
Originally posted by capnq:
Neutrals also always spend 0 racial points, regardless of what starting points new players get from the Game Set-Up, so all their characteristics are Average, and they never have Advanced Traits.
Someting worthwhile IMHO is giving them a racial tech. For example, the Nutolh (sp?) Group's description says their eyes can see a wide spectrum. Maybe they could start the game with a racial tech only sensor that can see everything. Then they'd be a partner you'd want to keep alive as a buffer zone.

How to keep the AI on friendly terms is difficult though. But at least now you have a reason to try.

I can't think of one for each neutral race. The Zynarra Holdings having some sort of freeze ray, I dunno that's kinda dumb, and you couldn't really profit from that.

The Tetrak Hedgemony( those Oxy Ice herd sapients) might have some extra tough troops maybe, and you could try to trade for a transport full of them.

I suppose if trading with the AI were more reliable, keeping them alive would be more useful. As it stands now, if they like you they'll trade colonization tech for DUC 5, but if the don't they won't even accept a tribute of 2 colonization techs, a planet, star charts, 100000 resources.
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Old August 18th, 2002, 08:06 AM
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Default Re: Newbie Question: Neutal Races

Quote:
Originally posted by Phoenix-D:
I think they don't send ships at *all* now. Oh, and don't bother trying to take over a neutral mid-game and make them into a regular race- you give the warp command and your ships will just sit their scraching their heads going "Warp? What's that?"

Phoenix-D
It is rare but I have seen it. I even had once a neutral empire blowing up another solar system with a star destroyer!
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Old August 18th, 2002, 12:59 PM
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Default Re: Newbie Question: Neutal Races

If you want the neutrals to be worthwhile opponents rather than conquer-fodder, play proportions. The economic emphasis on the homeworld means that it is far harder to out-pace and overwhelm them. Also, the fact that they keep all their ships in the home system means that their homeworlds are often better defended than those of other races.
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Old August 19th, 2002, 05:21 AM
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Default Re: Newbie Question: Neutal Races

I've taken over neutrals and had them establish colonies outside their home system...

Phoenix, this may be a dumb question, but did you remember to turn AI off for the ex-neutral in the empire options screen?
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