Maiden666

Maiden666

Joined Member # 3434576
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What's the tech "Hatchling Mound" supposed to do? It says "Allows construction of a Hatchling Mount [sic]" but it actually doesn't give an improvement. [quote who="MabusAltarn" reply="798" id="3512191"] In fact, who would ever go for +200 diplo?! [/quote] The point of researching down Total Majesty is to get the SCC.

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seems like my initial post got eaten by the forum trolls [e digicons]XO[/e] so, in short I don't know if this would goof up the diplomacy part of the game which is responsible for the civs declaring war on one another. There are inter-ethical diplo-penalties installed whose function is to create resentment even if alot of mind-aliked civs have been created at a random map. For example Terrans are dis-trusted by Thalans. Now if you move T

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[quote who="MabusAltarn" reply="706" id="3510553"] This has some interesting implications. Neutral races tend to stay out of of wars since they're not hated by either good or evil civs. [/quote] Neutral gets the same "- your ethical alignment" against good & evil as does evil get versus good and vice versa. There's no aggravation in there. That good is always battling versus evil etc is because of additional diplomatic penalties (see post above)

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[quote who="MabusAltarn" reply="703" id="3510540"] Is that the right file? It's identical to mine. [/quote] This part should be different: 0 Federalists The Federalists are big believers in having the government be somewhat distributed. They tend to be fairly expert in internal financial matters. Selecting this part

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Bugfix for PoliticalParties.xml: http://www.xup.to/dl,17297009/PoliticalParties.xml/ The penalty for Mercantile was still -50 espionage I've also removed the -2 sensors penalty from Technologists. At -1 sensors the game becomes unplayable.

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[quote who="MabusAltarn" reply="701" id="3510524"] So... what exactly do you propose...? [/quote] transforming the percentage bonus from eyes into a flat sensor-increase. as you can see in the example this has the advantage that you will receive a tremendous boost if you are weak in that area. that's when you need eyes the most. but how much it ultimately should be is a question of personal preference. maybe other players would like to get always caped after they

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nvm doublepost. I assume that the Hyperion Shrinker was originally designed with the name The Shrinker because the graphics is named like this. Gaunathor did change some stuff according to this logic, for example the Orbital Command Center did originally use the graphics from the Temple of Espionage and there are a lot of other examples.

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[quote who="DARCA1213" reply="697" id="3510512"] Can we increase the sensor bonus to the eyes of the universe back to normal? Gaunathor cut it in half, because he didn't like it. Its a galactic achievement and a very strategic one to have, granted there can only be one. But it would definitely bring back some of the fun and flavour to Gaunathors "efficient" game when it should be fun and immersive. [/quote] In a way the Eyes GA is made for the player because the AI doesn

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BTW what's up with Military Starbases? I see the AI building them, but without modules they're worthless. And he's not going to research into them, it's labeled Research/Computing. Not saying the AI should focus on them (as he can't really stretegize with them) but at least there should be some basic modules for them.

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Good mourning [e digicons]:beer:[/e] [quote who="OShee" reply="690" id="3510451"] Not so sure about Space Mining, as it always seemed like expensive but weak tech, but maybe that's because bonuses from Asteroids are not that clearly visible. [/quote] Space Mining got buffed in that the Asteroid Mines now take less time to construct. [quote who="OShee" reply="690" id="3510451"] Is it possible to move Planetary Invasion to branch off from Space

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[quote who="SilasOfBorg" reply="684" id="3510432"] We need to be careful how high this can stack, though -- lets not cross the line where you can buy ships as cheaply as build them. [/quote] It would require an Interest Rate of ~90% or more to do so. (calculations vary because productioncosts aren't fix as well) As of now Korx could already reach +100% (ie. no costs anymore for all buys/upgrades), but that's their Technological Victory. Without it they

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[quote who="MabusAltarn" reply="682" id="3510430"] Okey... that worked really well actually. I just gave the Yor a -100 penalty to espionage. No matter what they did they couldn't spend a dime on training spies. This would work on the Korx, or any civ for that matter. Of course it's going to look pretty strange every civ has a -25% pentalty to espionage but we could definately get away with it. The Krynn could be the exception to the rule to this and get a (very) small

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[quote who="MabusAltarn" reply="678" id="3510423"] - Trade techs. Reduced trade bonus ability. They were very high. Trade is unreliable as a source of income. I want AIs and players to research their own economic tech to be more self sufficient. [/quote] I think the idea behind this change was to make trade an initial good income while still economic buildings wouldn't net a dime because of low pop/colony rush. Later trade income pales anyway so it's not a big

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[quote who="MabusAltarn" reply="675" id="3510399"] Thanks and let me know. I'm okey with structures being build a faster than vanila but not if it's causing trouble. If I recall correctly, you mentioned something about a bug upgrading structures, correct? [/quote] Some kind of inaccuracy. Upgrading a 25 SP structure with a 35 SP structure required only 5 SP. Paradoxically, overbuilding the 25 SP with a later tier 45 SP wouldn't make 20 SP difference but 30.<

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[quote who="OShee" reply="649" id="3510250"] The Colonization techs are broken atm. I don't know if it's a feature or a bug, after you decreased manufacturing of Initial Colony. Now as you colonize an extreme world you are stuck with 1 point worth of Social Manufacturing (focusing doesn't help), and building on this world is practicly impossible without second colonization tech. [/quote] I've taken a look at how the game does calculate the social production,

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[quote who="MabusAltarn" reply="662" id="3510356"] Into what exactly? Can you please elaborate. [/quote] The Initial Colony from 12 production back to 14. Because there is something odd happening there I can't put my finger on it, but I saw the same stuff a week ago, 1 SP on extreme planets and focus not being able to change that. [quote who="MabusAltarn" reply="662" id="3510356"] The Arceans don't use their Lite Constructor module when they buil

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[quote who="SilasOfBorg" reply="660" id="3510334"] Ooh, I like where you are going with those Oshee. Let me give those a try. I am a native English speaker, and computer geek to boot, lets see what I can do: Interstellar Collective Allows us to begin researching advanced types of governments. We do not recognize a 'government' as mos

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[quote who="MabusAltarn" reply="643" id="3510214"] What are your thoughts on the Thalan modules then. They're not actually stronger than the others they simply get EVERYTHING in one go. [/quote] Sure. Maybe the Yor could have Doom Ray attributed to Space Weapons then too? Note that their tree wouldn't be stronger as the others ..... [e digicons]XD[/e] Seriously, techcosts cover it in one way. The real downside of the starbase-militarization techs is th

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[quote who="MabusAltarn" reply="636" id="3510191"] The download doesn't work. [/quote] it seems like the host-server is entirely down [e digicons]o_O[/e] [quote who="MabusAltarn" reply="638" id="3510196"] Also. Starbase health is back to 50. Starbases have to be weak. Here's why. We (players) rely on them to push our research and production to incredible levels. It's why we love them. It's why we use them. Upping the health for

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Notice that armed colony ship at the lonely Yor planet? If the specific planet does have a rallypoint already then these kinds of cargo vessels will be treated as military ships, fleeted together + never see their real destination. Does happen to constructors also. Basically degrade the capability of their fleets while costing only maint.

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[quote who="SilasOfBorg" reply="615" id="3509824"] I can't recall exactly where this was discussed, but I think Guanathor had two objectives 1. give the minors a bit of a boost, and 2. make them a less profitable/unbalancing early grab for anybody nearby. Sure, you'll still get the class 15, but it won't be fully developed (in fact, they're mostly empty now). Personally, I like them this way. It always felt cheesy to grab

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Hmm, I don't see anything... (?) (**) [quote who="MabusAltarn" reply="620" id="3509857"] As soon as it spots them it drops everything and grabs them [/quote] I'm pretty confident that all resources are known to all AI right from turn0 on and they only need the required range + available constructor to send it to it. Although I haven't backchecked this on all AI or AIP, but if Korath/AIP7 would have to scout out resources it would mean just another

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[quote who="MabusAltarn" reply="597" id="3509580"] I'm going to split up the production modules from 10/15 to 5/5/5/10 and reïntegrate them into the industrial techtree. This means it will take more time to fully upgrade your starbases. I'll make some room for the extra modules by getting rid of sensor upgrades. Seriously, who uses those? [/quote] The AI, if other modules aren't available^^. Basically a human player can easily tune him down by handing him ov

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