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  #21  
Old September 18th, 2002, 05:53 AM
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Default Re: acts of war, war declaration and other topics (my first message!)

I think of no treaty battles like Federation-Klingon relations in Star Trek during the original series/movies. While no formal state of war existed, I'm sure there were lots of nasty encounters.
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  #22  
Old September 18th, 2002, 06:26 AM

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Default Re: acts of war, war declaration and other topics (my first message!)

I don't think you'd want to build colony ships only for ramming. But it's a good idea to ram an enemy ship if your colony ship is under attack. You may be able to destroy a small enemy ship with relatively low damage, and even sacrificing it is better than having it destroyed anyway.

Check the facilities in your homeworld, you'll see that you have many research centers and other facilities.

I rarely use non-agression pacts, I start offering a trade alliances (to AI) and trade and research (to humans).

Wish... Considering hostile any ship from an empire you have no treaty with should be fine for agressive races, more peaceful races should consider them peaceful uless they attack first.
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  #23  
Old September 18th, 2002, 06:51 PM
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Default Re: acts of war, war declaration and other topics (my first message!)

Capt Kwok, I can understand that, however, the AI will not (or at least did not use to) increase his war production at any time unless there is declaration of war from either side which gives a human player an advantage over a AI player. It just needs to be tweaked in order not to give advantage to a human player. That could be say, breaking of treaties, increased intel, but most important for AI player to at least increase some war production and research
IMHO A human knows what he's going to do to a AI player, the AI is not that bright, thus a tweak or two

just some ideas mac
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  #24  
Old September 18th, 2002, 09:20 PM
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Default Re: acts of war, war declaration and other topics (my first message!)

Quote:
Originally posted by trooper:
2- I've cause some battles by moving a ship on an ennemy ship. Sometimes the computer warn me that, doing that, there would be a battle, sometimes not (erspecially on warp points, I think). Why ?
The computer will warn you, if you can already see the enemy ship. If you are jumping through a Warp Point, and don't have an observer already in the star system on the other side to SEE the enemy ship, you don't know they are there. Thus, no warning, they just start shooting at you when you pop out of thin air, er, vacuum, next to them.

Quote:
3- I'm not an english native speaker (i thing you should already know...) and i wold like to know if an attitude "cool" for alien races is more friendly that an attitude "warm".
You greet family and good friends "warmly"; you greet your always-too-damned-noisy neighbor "coolly".

In other words, warm is better than cool.

Quote:
5- What's the use of warheads designed to be used by ramming into another ship ? I tryied it on my fregate, and i bumped into an escort : result : two ships destroyed ! I thought that kamikase area was over 'til 1945...
Picture if you had an Escort with multiple Warheads, and bumped it (and a few others like it) into a VERY expensive enemy BATTLESHIP.

Rather like the US cruiser that got damaged by terrorist action in the middle east, a year or so ago. Motorboat with lots of explosives + ramming big warship = cause more damage (in terms of economic impact) than you receive.

Quote:
6- Do two research centers an the same planet provide two times more research points ?
ABSOLUTELY. Research centers, intelligence centers, mineral extractors, organics farms, radioactives extractors, and monolith facilities are all "per facility" not "per planet". IOW, if one produces X ... two produce 2X ... twenty produce 20X ... and so on.

Quote:
7- Last but not least. Is it possible to refit an existing ship ? (updating missiles, cannons, engines and so on...). Is it possible to change the design of a ship without creating a new design name (which would not obliged me to have an escort I, escort II, escort III design vessels in the design list)
Yes.

Go to the design panel; select the old design, click "upgrade", change the name slightly (I usually like to use the pattern " Mk1", " Mk2", and so on ... in other words, "Mark 1", "Mark 2", etc.). Then confirm the design. Mark the OLD one obsolete.

What that does is, does not change teh design at all -- except to use the most advanced VERSION of each part, that you have. So if you had a ship with two "Capital Ship Missile I" (CSM1), could build ships with "Capital Ship Missile IV" (CSM4) ... the upgraded design will have two CSM4's.

Then, you go to the ships you want to refit. Make sure they are somewhere where there are Shipyards, or at least Repair Bay components. Refit them by selectign the "recycle" triangle (the triangle, in green, made of three arrows) on the toolbar.

Select the ship(s), select "retrofit", click on the new design. VOILA, you have set orders to refit the ships.

NOTE: in simultaneous-move games, the ships will refit FOR THE NEXT TURN, not right away. Don't order them to move away!
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  #25  
Old September 22nd, 2002, 02:32 AM

Gryphin Gryphin is offline
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Default Re: acts of war, war declaration and other topics (my first message!)

Depending on your race the reason for starting at the very bottom of the Treaty Options is
I belive most Culture types get a happyness bonus from each treaty you make.
May not be worth it when weighed agaist lost trade.
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  #26  
Old September 22nd, 2002, 04:38 AM
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Default Re: acts of war, war declaration and other topics (my first message!)

Quote:
In PBW, many games require that no wars exist before victory can be claimed, so it serves a purpose there too.
Actually, no. There has to be a positive (green text) treaty between every pair of players in order to have a peace victory condition.

Otherwise, the game would end on the first turn, since everybody has a "none" treaty with everybody else at that time.
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  #27  
Old September 22nd, 2002, 07:55 AM
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Default Re: acts of war, war declaration and other topics (my first message!)

Quote:
Originally posted by Suicide Junkie:
quote:
In PBW, many games require that no wars exist before victory can be claimed, so it serves a purpose there too.
Actually, no. There has to be a positive (green text) treaty between every pair of players in order to have a peace victory condition.

Otherwise, the game would end on the first turn, since everybody has a "none" treaty with everybody else at that time.

"No wars" would not be the only victory condition. Something like "200% of second place player, no existing wars, after 100 turns" is very common. There are innumerable variations that could include the "no wars" factor. As you stated, victory conditions of only "no wars" would end the game on turn one.

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  #28  
Old September 22nd, 2002, 07:21 PM

Phoenix-D Phoenix-D is offline
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Default Re: acts of war, war declaration and other topics (my first message!)

As you stated, victory conditions of only "no wars" would end the game on turn one."

Except of course, that they don't.

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  #29  
Old June 21st, 2003, 01:18 AM

trooper trooper is offline
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Default Re: acts of war, war declaration and other topics (my first message!)

It's funny to read his own first message posted on the forum. (What silly questions you can ask when you are a newbie) At this time, there was no newbies FAQ thread !. The Mo2 legacy can also be clearly seen behind some questions...
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