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  #1  
Old September 18th, 2002, 08:33 PM

Rainstorm Rainstorm is offline
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Default Re: S. J. Question/suggestion regarding QNP...

Suicide Junkie, to follow up on my PM, I started another game and experienced the same problem. I switched to the problem race and noticed a few things:

1) I got some error in the AI file about values for Drone Attack on my first turn.

2) They can't research because they do not have the tech to build research centers, and have none on their starting homeworlds

3) They have Frigate tech, and a bunch of ship designs, but no space yard on their home planet and no option to build one from the list.

Any clue what is going on here?
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  #2  
Old September 18th, 2002, 08:38 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: S. J. Question/suggestion regarding QNP...

Making fewer engines move ships at the same speed would push that 24-MP escort well beyond the 30-MP barrier in simultaneous games. There would be a wall beyond which adding more engines only improves your combat speed (from 15 to 20 or higher) and your interplanetary speed would be stuck at 30.

As for making a larger standard engine (more powerful, but fewer fit on a ship, so it balances out), that could be done, but it would require reworking the AIs.
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Old September 19th, 2002, 01:08 AM
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Default Re: S. J. Question/suggestion regarding QNP...

Yeah, my math was off. I see now that my idea would result in greater speed at max engines.

Since engine structure is already 20Kt, you could double the size of the engines without changing any of the other factors correct? That would have the effect I was looking for, cutting the number of engines in half on those designs, without affecting each engines individual resistance to engine killing weapons.

Of course as you said all the AI would have to be rewoked for that. Or would they? Don't the AI designs all call for a certain number of movement points? Or do they actually call for a spefic numebr of engine components. I am not familier with that particular AI file.

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  #4  
Old September 19th, 2002, 02:59 PM
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Default Re: S. J. Question/suggestion regarding QNP...

They do one of three things at various times during the design process.

1) Add X # of engines
2) Add engines until there are Y movement points produced
3) Add one engine for every Z Kt of space on the ship.

The first two relate to "minimum speed" and "desired speed", but I'm not sure which matches up with which anymore. At a guess, I think it was desired speed -> Y movement points.
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  #5  
Old September 19th, 2002, 03:04 PM
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Default Re: S. J. Question/suggestion regarding QNP...

Quote:
Originally posted by Slick:
The other day at the office, I received a piece of mail (the kind with an envelope) containing a PRINTED E-MAIL.

I had to sit down to catch my breath.

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Right, and a pink elephant followed you home.
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  #6  
Old September 19th, 2002, 06:16 PM
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Default Re: S. J. Question/suggestion regarding QNP...

Quote:
Originally posted by Rainstorm:
Suicide Junkie, to follow up on my PM, I started another game and experienced the same problem. I switched to the problem race and noticed a few things:

1) I got some error in the AI file about values for Drone Attack on my first turn.

2) They can't research because they do not have the tech to build research centers, and have none on their starting homeworlds

3) They have Frigate tech, and a bunch of ship designs, but no space yard on their home planet and no option to build one from the list.

Any clue what is going on here?
I don't know the answer to #1; but, judging from info in other Posts about P&N here on the forum, the answer to questions 2 & 3 is that you didn't give the AI the "normal" racial trait. Each race needs to be set for either "normal", "pirate" or "nomad".
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  #7  
Old September 19th, 2002, 06:49 PM

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Default Re: S. J. Question/suggestion regarding QNP...

I understand the part about the normal trait, but what control do I have over that? I'm not aware I could go in and set individual AIs racial traits.
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