Both ships mentioned are post-TNG (the final episonde ['All Good Things...'] and the sixth movie respectively). ~SDC~
Arturus Magi
'I invaded a planet, all even bonuses with the opponent and had something like an 8-2 advantage. I thought you are supposed to get a *slight* advantage.' It's randomly determined to a maximum set by your abilities and those of the AI. With all variable equal, you get a 3:2 advantage on the average, but the actual advantage in any individual invasion is luck unless you have an significant lead on the opponent in question. ~SDC~
'I'm no expert in scoring but I think Brad did mention that the speed in which the game is completed also influences the score so there could be a point whereby more pop and tech cannot offset a game that is taking too long to complete.' Unless you run the game out long enough that every planet is at max population, the time penalty isn't enough to offset the tech, population, and economy gain over that time. ~SDC~
'I would like to point out that if you are talking about warp speeds it only functions at discrete values of warp. (Check the star-trek technical manual). This means that warp 4=1000c, and warp 5=10000c but warp 4 is only 20c or something. This has to do with the fact that warp-drive is a method where the speed of the ship oscillates between sub-light and super-light speeds. On top of that, warp10 is the absolute limit in the sense that warp 10 means that your speed is so high you would be a
The AI recognizes anything added to the game, with the singular exception of techs without an AI line (and actually it does recognize those too, but fails to note their value). ~SDC~
'I guess you could build a network of sectors and then you could bounce your terror stars around like billiard balls. ' Terror Stars aren't affected by speed bonuses. ~SDC~
'Those two Planetary Defense projects are on different colonies -- so they don't stack in any way, shape or form. Doesn't matter if they're around the same star, they're still different colonies, and the bonuses don't carry over. Build them on one and not the other, and only the colony they were built on gets any benefits. Of course, at present I can't find any evidence that Planetary Defenses and the other defense projects actually do anything... the defense value listed on the Details
'Also, I made a trade good that raises Influence Resistance, but apparently only will do so on the planet in which it was built, so I wonder if there is an Influence Resistance ability?' I believe that's part of the effect of the Loyalty ability, but it's probably not to the same degree that the local influence_resistance is. ~SDC~
If you really know what you're doing, it's entirely possible to play the game with a empty English.str. I wouldn't suggest it, though. It's kinda hard to tell 'String Not Found' apart from 'String Not Found.' LOL ~SDC~
Virii is the correct plural of virus, and boni of bonus (according to Websters), although in the case of bonus, it does list bonuses as a valid alternate. ~SDC~
It should be a slight increase to ATT, DEF, and HP. (At +300% it should double the base values for each, I think.) ~SDC~
That's the way it should work. I don't think any of the TradeGoods try to do this, but Wonders and Achievements do, and that is how those two cases work. ~SDC~
Odd. I noticed the Bookend entry (id no. 52, when I first saw in in 1.00[rc]), but didn't remove it, and my added modules still worked up to somewhere around 75-85, or did until 1.02.0xx, anyway. ~SDC~
Err... 'At the comony it was built, there will be a +30% bonus' The rest is corect as written. ~SDC~
'Question: You have the ability listed both above "Morale_Bonus 15" and below "AbilityType 9"...won't this cause a 30% increase and not a 15%?' Yes and no. At the colony it was built, there will be a +15% bonus. At all other colonies, and for anyone it's traded to, the bonus will only be +15%. Several Achievements and Wonders already in the game do this. ~SDC~
I have modules above 60 locally, and they worked before 1.02.036. I haven't gotten a starbase constructed in current game, so I'm not certain about the current version. And, for reference, don't lower it below 56, or you'll conflict with the Bonus Pack's added modules. Conflicts with the base game start at 52. ~SDC~
Only the random minor races are in the English.str. The 'normal' minors are hardcoded in the EXE, as far as I can tell. ~SDC~
They do work, there's just an internal limit to the id number you can give it. Right now, no SBMODULE with a number above 80 will work. ~SDC~
Except for a few spelling errors and one misreferenced tech, that looks about right. IMPROVEMENT Fantasy Stablizer //------------------------------------------------------------------------ Name "Fantasy Stablizer" Model "TradeGoods" Manufacturing_Bonus 0 Morale_Bonus 15 Economic_Bonus 0 Prestige_Bonus 0 Planetary_Quality_Bonus 0 Starship_Quality_Bonus 0 Research_Improvement_Bonus 0 Type "TradeGood" Tech_Requirement "BrainMapping" Tech
The event adds one point to a random stat (of which there are currently 27 of) each turn. ~SDC~
'Still, I would appreciate if you can give an approximate dependence of morale on just Planet Quality and Population.' This equation is quite definately exponential, and likely tied to MaxPopulation. I've been planning on compiling a listing of the max populations of various planet classes, but I can try to work out the Morale setup at the same time. As a rough estimate, a class 15 with no morale modifiers and a population of 100M would usually have a morale of about 40%. On
As far as the 'pure good' factor is concerned, absolute *anything* tends to breed intolerance. On top of that, 'goodness' and peacefulness are hardly connected. Look at how the Crusades and the Spanish Inquisition turned out. ~SDC~
'My problem is that they don't happen at the end of the turn either. They happen when the first non-automoved ship moves.' They should be moving after the *last* non-autopiloted ship already in space moves. ~SDC~
'It is interesting that population growth is quadratic with respect to current population. I would say this is somewhat unrealistic, but the rules are the rules…' Well, real life would seem to suggest otherwise. Population tends to increase faster when there are more people around to reproduce, unless someone tries to force the issue, like China has been for a while. If it were otherwise, the overpopulation issue that is an off-and-on thing in the news wouldn't be too much (or rather
A higher queality planet has more resources than a lower one. You'll get alot more production done on Mars than on Staurn, if only because you can mine instead of having to import the raw materiels from Earth and wait for them to be shipped. Tax income requires spending, and personal/corporate income. People can't spend money if there's noting being made for them to buy, corporations can't make money if noone's speniding it, and people can't make money if their empolye