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  #11  
Old May 9th, 2008, 06:56 PM
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Default Re: Planetary Conditions

Quote:
Skirmisher said: I have a few questions about planetary conditions.

As oxygen atmosphere planets seem to be fairly scarce, is it better to have a race that breaths hydrogen, methane, or carbon dioxide?
The stock game distributes the atmosphere types fairly evenly; not finding a lot of your own is just random chance in the map generation. A race that "breathes" None, though, is a bit more of a challenge, because most of your breathable worlds will be Tiny.
Quote:

What concerns should I have about a planets conditions?
Sometimes you start out on an unpleasant world for example.
Conditions have a minor effect on population growth. You don't really need to worry about anything that's not Hostile or Deadly; those two can give you zero or even negative growth.
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  #12  
Old May 10th, 2008, 01:45 AM
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Default Re: Planetary Conditions

The only way to actually get less than 0 is to take a big penalty in reproduction racial characteristic, and colonize a deadly world. From what I recall, default stats result in 0 or 2% growth on even 0.0 conditions planets. Have you actually seen population loss, or does it just treat -2% as no growth?
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  #13  
Old May 10th, 2008, 06:36 AM
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Default Re: Planetary Conditions

Quote:
Fyron said: Have you actually seen population loss, or does it just treat -2% as no growth?
To be honest, no. I vaguely remember someone here on the forums saying they'd gotten it, with a race with seriously reduced reproduction and environmental tolerance. I'm not sure I've even seen a Hostile planet in actual play; I've driven worlds down to Deadly using Radiation Bombs in a "scorched earth" strategy.
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  #14  
Old May 10th, 2008, 11:08 PM
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Default Setting AI\'s / Ruins

Is there anyway to exactly set the AI's in a map? I see the low med high selection for AI's and neutral empires.
Can it be set like Me ,3 AI,3 neutral just as an example.

Do ruins appear on worlds other than rock surface?


Thanks again, all your answers have been very helpful.


ps. I was just playing a game, where maybe three turns after I colonized 2 planets in the same system, one of them rebelled against me and declared independance ,lol.

Does that happen alot?
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  #15  
Old May 11th, 2008, 03:41 AM
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Default Re: Setting AI\'s / Ruins

Ruins are independent of the planet type.

They are destroyed by stellar manip actions, so I like to be mean and seed asteroids with inaccessible ruins too
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  #16  
Old May 11th, 2008, 06:52 AM
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Default Re: Setting AI\'s / Ruins

Quote:
Skirmisher said: Is there anyway to exactly set the AI's in a map? I see the low med high selection for AI's and neutral empires.
Can it be set like Me ,3 AI,3 neutral just as an example.
You can edit the ranges in Data\Settings.txt . The relevant lines are: Code:

Minimum Computer Player Low Setting := 1
Maximum Computer Player Low Setting := 3
Minimum Computer Player Medium Setting := 3
Maximum Computer Player Medium Setting := 7
Minimum Computer Player High Setting := 6
Maximum Computer Player High Setting := 10
Minimum Neutral Player Low Setting := 1
Maximum Neutral Player Low Setting := 3
Minimum Neutral Player Medium Setting := 3
Maximum Neutral Player Medium Setting := 7
Minimum Neutral Player High Setting := 6
Maximum Neutral Player High Setting := 10

Quote:
I was just playing a game, where maybe three turns after I colonized 2 planets in the same system, one of them rebelled against me and declared independance ,lol.

Does that happen alot?
That early in the game, that would probably be a random event; you just got unlucky. There's an intel attack that can cause that, but it's at the very top Applied Intelligence research level, very expensive, and unreliable.
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  #17  
Old May 13th, 2008, 01:03 AM
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Default Mods,Image and other packs,deleting a unit

Sometimes those ruins can be a bonanza of technologies. Don't like the idea of the AI getting to them first.

As far as mods go, does everyone make a new SE4 directory for each one? Then there's things like the image packs, component packs, etc.

If anyone would care too, I'd like to hear your short list of must have mods or packs. I definetely want to try out the star trek mod, hope the borg are in it.

Will the Mods work with SE4 Deluxe 1.95 ?


The game I'm playing now I just upgraded my weapon platforms from lev 2 projectile to lev 3. I can't figure out how to delete my old platforms to make way for the new ones. Scrap command I thought would give me back some of the raw materials?
Can I just delete the old ones somehow?
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  #18  
Old May 13th, 2008, 01:41 AM
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Default Re: Mods,Image and other packs,deleting a unit

Quote:
Skirmisher said:The game I'm playing now I just upgraded my weapon platforms from lev 2 projectile to lev 3. I can't figure out how to delete my old platforms to make way for the new ones. Scrap command I thought would give me back some of the raw materials?
Can I just delete the old ones somehow?
You cannot scrap weapon platforms in SEIV. You can Jettison Cargo (hotkey J) to space them.

I'm not awake enough to answer your mods question ATM, apologies.
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  #19  
Old May 13th, 2008, 02:21 AM
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Default Re: Mods,Image and other packs,deleting a unit

Information on mod installation, and a list of all the mods, can be found here:

http://wiki.spaceempires.net/index.php/Mods_(SEIV)

The Image Mod packs should be installed in the default Pictures directories, so they are accessible to every mod.
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  #20  
Old May 13th, 2008, 02:56 PM
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Default Image and other packs, Player vs Player


Last night I downloaded the following-

combatpack12
eventpack4
componentpack31
facilitypack18
planetpack13

SE4G 1.94 is supposed to be installed first, will SE4D 1.95 be ok to use? Pardon me for all the noobie questions.
I am starting to get a feel for the game, and what I should be doing especially on defense.

Do alot of you play each other instead of the AI?
What is the prefered method of human vs human?

Thanks to all who respond.

Fyron nice list of mods but what are people (like yourself) playing these days?
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