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  #21  
Old August 27th, 2002, 02:57 AM
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Default Re: Travler

Quote:
Originally posted by Jmenschenfresser:
Tried my own suggestion and no matter what, I cannot get it to close one single WP. WTF?

Are these fields in events.txt and settings.txt just for show?

Anyone know how this works?
i know it can be done, there was a thread on it a while back. it might not be event chance in percent, but rather in 1/10 percent or something like that. PvK might know, i know he was able to add the 10x bad event chance racial trait, and he participated in the original thread that i am remembering.
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  #22  
Old August 27th, 2002, 04:57 AM
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Default Re: Travler

Quote:
Originally posted by Puke:
quote:
Originally posted by Phoenix-D:
"Fighter afterburners do that already - just use the same ability to create a combat-only movement bonus."

Except you will always have strategic/2 movement points PLUS any combat movement in combat.

Phoenix-D
yeah, but thats no problem. make some engines slow on strategic movement (1-3 points) and fast on combat movement. they will still get some carry over, and can be faster than ships with purely strategic movement engines.
That's easy to do. The unmodded game does that already with afterburners and solar sails. The question I have is how do you do it the other way: how do you make a ship slow in combat, but swift in system?
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  #23  
Old August 27th, 2002, 05:37 AM
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Default Re: Travler

Quote:
it might not be event chance in percent, but rather in 1/10 percent or something like that.
I must be missing something. I raised the percent chance to 10,000 and ran 30 turns and nothing happened.
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  #24  
Old August 27th, 2002, 06:17 AM

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Default Re: Travler

"I must be missing something. I raised the percent chance to 10,000 and ran 30 turns and nothing happened."

Depends. Going way over might have broke it; then again there could have been events going on, just not ones you could see! What settings did you test on?

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  #25  
Old August 27th, 2002, 09:23 AM
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Default Re: Travler

Quote:
Originally posted by Urendi Maleldil:
That's easy to do. The unmodded game does that already with afterburners and solar sails. The question I have is how do you do it the other way: how do you make a ship slow in combat, but swift in system?
simple. you do it the easy to do way, and by definition also acomplish it the other way around. once you set a baseline, ships are either slow or fast as compared to the existing precident. so you make the slow system ships that are fast in combat, and the other ships that move full strategic speed of 10 or so, and 5 or so in combat are by comparison fast in system, and slow in combat. even if they would regularly be average in the normal game.
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  #26  
Old August 27th, 2002, 02:54 PM
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Default Re: Travler

Well, I took out all events but the warp point close. Set highest event to low (changed warp point close to low). Set frequency to high, but that doesn't matter because I changed all levels to the same. I tried it at 100%, 1000% and 10000%

All nada.

Other than that, was a normal game.
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  #27  
Old August 27th, 2002, 03:28 PM
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Default Re: Travler

I have tried searching for the old thread about this. Someone tried this and IIRC was having the same experience you are Mensch. It may be it just doesn't work, or at least not the way we think it does. Of course testing is a good thing. You learn what doesn't work, right?

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  #28  
Old August 27th, 2002, 03:40 PM
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Default Re: Travler

In still not giving up....

The Lucky trait is a specific thing. I don't recall off hand how Proportions does its Cursed trait, but I suppose Lucky could be given an extrememly high positive number, everyone take the trait and try it all over again.

The figuring for events must be counter-intuitive as you say Geo.

Just a guess
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  #29  
Old August 27th, 2002, 04:32 PM
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Default Re: Travler

So it's still impossible to make a ship with a combat movement of only 2 and a strategic movement of 12?
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  #30  
Old August 27th, 2002, 04:45 PM
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Default Re: Travler

Quote:
Originally posted by Urendi Maleldil:
So it's still impossible to make a ship with a combat movement of only 2 and a strategic movement of 12?
Has anyone tried a component with a negative combat bonus? That's the only way I can think of to have strategic movement of 12 and combat movement of 2...
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