Feel free to send an invite to my X E I character.
Xei Win Toh
Why not just uncheck the 'save ship designs to hard drive' option?
Hmm. Seems that's a planetary 700% bonus in total. That should be equal to a single Precursor Mine. I've had a 700+300% manufacturing tile on the same world. Still, that's a whole lot of bonus tiles!
Alora (and Ra'nagoh) never seem to work because there's a missing string right after the stars' internal names. Did you fix that before you started changing them?
Interesting take on one of my preferred strategies. Personally, I like the heavy tech trading combined with an all-factory build. Basically, spamming colony ships all over the map means that I need to trade for less planets. I don't really think taking Diplomacy to such an extreme as 25+30 (+10% Populist party?) is needed. I'd rather put +30 Econ, +20 Morale, +3 points in something else with Populist party as Terran, or +30 Diplo, +30 Econ, +20 Morale, +3 points in something else as a Custom Sup
My interpretation of the suggestion: Fastest Conquest gets 1 point. Ties also get 1 point. Highest scoring Conquest gets 1 point. Ties also get 1 point. Fastest Influence gets 1 point. Ties also get 1 point. Highest scoring Influence gets 1 point. Ties also get 1 point. repeat for Alliance and Tech.
Nice game, thebutterfly. Welcome to the league and our team, Ferrel.
It *could* be up to choice, but the first post doesn't clearly state it. Keeping things in the dark like that is never good.
Agree with Mumble's suggestion about single highest scoring/fastest game in each category of victory. Also, star density really needs to be defined in the first post before anyone begins playing. EDIT: also, Mega Events yes/no.
No Albatross class? For shame. Very intriguing naming schemes, though.
[Hull type]-[design number] [design name]. That's, for example, M-3 Drath Frigate for a medium hull that's the third combat design I've done this game, and a rather unpoetic design name. More poetic versions would be, say, L-6 Marauder or S-1 Dagger. For non-combat ships, they're called [race name] [function] [number]. That's Thalan Constructor I, or Custom Colony II.
What about scoring? When you complete a game, one of the categories you'll see in the Social tab is average approval rating. This naturally leads to the assumption that having a high approval all game will improve one's score. (of course, average tax rate is one of the categories in the Economy tab, so if a higher value here means a higher score, finding the best ratio between these might be a bit trickier) More on topic, I personally try to stay at 100% or at least in the
Hey, I use auto-attack all the time! I can't say I ever notice the AI doing absolutely moronic things, but I agree with many of the points in this thread about its inefficiency. Although the Korath never building a single spore ship or transport during an entire game with super abilities on and them getting into several wars is probably one of the worst (or from my perspective, best)
Advance notice before a round starts makes a lot of sense if you still think some sort of reward for it makes sense. However, I do not support anything that sums up to a player doing absolutely nothing can earn more points for his team than a hard-working player that fails to get the correct win. And therefore, since there's no greater penalty for not submitting as opposed to posting a resign/defeat, it makes no sense to have a restriction on when a player can say that he won't be a
I'm not going to present an opinion on Macmatt's resignation getting points or not, but I *will* argue against excused non-submittals being awarded points. The killing argument is simple: It counteracts the league's goal of improving one's game, and also encourages poor sportsmanship. Suppose I absolutely fail to get a win (of the right type) on whatever settings a round has. Then suppose we accept the proposition that announcing it 5 days in advance makes a non-submittal excused an
The tie breaker for fastest game isn't when you finish a game but when you submit it to the league. This was the only area where mumble's rough list was wrong. Where and when was that changed, because I'm quite sure that meta-submission date was the tiebreaker when I league-submitted my game. I'm not complaining, since it doesn't matter and doesn't change the final team score, I just want to know. (trying to be diplomatic here)</f
I believe I was 2nd fastest and Piznit 3rd, but since we're on the same team, it doesn't matter at all. Good job everybody, can't wait for next round.
The way I see to mod them out is this: (note: not MV compatible, of course) -Give everyone 100% ability to colonize all planets in RaceConfig. -Make sure no Extreme Colonization tech is researchable. (put ImpossibleTech in the field for all of them) -For the Super Abilities that start with Extreme Colonization techs, edit those particular techs to have different bonuses in order to maintain game balance (optional) It's a very dirty workaround that I considere
Uncheck the 'Snap-back when rotating' option under the Interface options tab to get rid of the annoying shift. And I'm pretty sure the '2' key sets the default view.
To ally, both races need the 'Alliances' tech and 'Close' relations. Tech trading is obviously on, so that's no problem. Good ways of getting to 'Close' is having trade routes with them, having treaties, strong military, and getting into the diplomacy screen and trading/giving them something as often as possible.
Only reason I ever build smalls is to boost my military rating early, or if I get into a very early war. Anything smaller than a medium is pretty useless to me, since I don't care for leaving stuff in orbit and they don't really have room for an engine.
I don't think map size would be a direct factor in willingness to trade a planet, but the number of planets the AI controls definitely IS, so therefore map size indirectly affects that. Otherwise, the major factor I can see has an effect is population. Above 3b or so and they'll never sell it, below 1b and it's relatively cheap, 1b-2b expensive but affordable, 2b-3b it'll cost you an arm and a leg. Super Diplomat has a MASSIVE impact on planet trading, much more so than on just tech-for-tech tra
The races will feel so much more different with separate techs, weapons, buildings, etc. Can't wait for that and possibly even more ways of differentiating the races further. I'm really interested to see how this will apply to custom races, too.
Fairly sure you do. And no, it's not a free tech for each planet taken. It's stealing a tech that the invaded race has and you do not. And to me, the reason for researching Planetary Invasion as an Annihilator isn't ferrying people (boo, micromanaging!) but to boost my Soldiering ability so I'm not a complete pushover when the enemy races begin making their own transports.
IMHO can also be In My Honest Opinion. There are some kinks to work out, of course. With the team time and team score bonuses, would only 'wins in the correct manner' count, and so on. I had some comments that made sense in my head, but they disappeared somehow. I blame this uncommon cold I'm afflicted with. On other things, what if the random settings gave something that let a player win in less than 2 years? Also, what about tie-breakers in the unlikely event of equal scores