I haven't used H5O's writer. My mods have been super-simple so far so I've just done them by hand. All I've done is change the occasional number in files that already exist. Everyone says it's easy to use, though, so it probably is.
vincible
[quote]they certainly aren't smart enough to build culture SBs[/quote] Actually in my last game the Torians had a planet under cultural pressure. And they actually built a culture starbase next to it! It got up to 60% before I invaded them. It was definitely a case of way too little, way too late, but at least they were trying. I got curious about what it would have been like to play with that +15% PQ pick that was removed (I didn't pick up Galciv until after it was gone),
[quote]wouldn't it be too simple to trash their production by setting up a bogus queue in Ford and then use another Governor for yourself[/quote] Adds a lot of tedium to the game. There are easier ways to cheat :)
Interestingly, the races in my game seem to have no trouble with Large Scale Building even though Hyper Warp does has not been researched by anybody. I would guess that this is because the tech tree is hard-coded into the AI?
[quote]I thought that this was "Smeagol O"'s doing by the profile name. [/quote] yeah, he was having trouble with Metaverse submissions for a while. One second apart! [Message Edited]
Doh, careless reading on my part.
Yes, you can get the whole tech tree, except that its difficult to research both the good-only and evil-only techs within the same game. (Though it's possible if your alignment changes within the game.)
[quote]If I am not mistaken "the quality of your planet greatly determines how rapidly your population grows[/quote] Population growth is determined by morale and by your population growth ability. Planet quality affects population growth indirectly, by increasing your morale. So taxing too highly can in the long run hurt your income, by making your people unhappy and reducing your population growth. For newbies, I'd say it's best to set your tax rate at say 39% and never touch
Just refreshed our empire data. Onward to 4 million! And 1000 games is really close, too!
I think it makes sense for a TS to have short range... imagine the supply issues involved in keeping a station like that operational.
If you're considering empiring, I encourage you to take a look at the empire threads to see what sort of discussion goes on. Each empire has its own unique "personality"--Fellowship of the Ring has a lot of strategy discussion, Special Forces has a lot of fiction writing, and so on.
Alternatively, when you are within the game, you can go to the game menu screen (the menu where you can choose to save, retire, etc). The version number is at the top of the screen.
[quote]I have also seen research centers already built on planets flipping to me despite the fact that I am the only empire with Terracomputers. It looks like the routine to check what to build next is, hum, faulty. [/quote] I'm pretty sure the computer uses your (Governor Ford's) build queue. I played a little 1.13 last night, too. My impression was that it was significantly harder, but since it was just a fraction of one game it could easily have been luck. The AI beat me to
[quote]i just noticed the extra "to" in the subject heading [/quote] The EVIL EMPIRE proves its malevolence by defying the rules of grammar! [Message Edited]
That sounds tough, unless someone implemented a way to force a particular event to occur. It might take many many games to get an event.
[quote]i'm assuming there's no way of affecting this value outside of morality events[/quote] That or you could mod it into the game, either through the political party or by adding techs.
1.13 is up!
I for one would appreciate it if someone went through and cleaned up the mods' spelling and grammar. I always end up rewriting mods that I download.
It has to do with the length of your long-term leases (like when you buy a social project from Mitrosoft). Supposedly, a higher interest rate ability means you have to pay for less time.
Ah, makes sense now.
I'm seeing ROTK tonight! [quote]Brad appears to know a little too much about the Lord of the Rings[/quote] I'm really impressed that he read the Silmarillion. I tried, but it's so DULL... it's like reading a history textbook, except without the cultural value. [quote]I believe the Draginol will not take over a system unless there is at least a certain percentage of population on it. As I chronicled in a previous post, I emptied the population and Draginol didn't appear
I read somewhere that having low-morale planets helps lead to the creation of the I-League, but I don't really believe it. The only bad effect I can think of would be losing elections.
MOO2 was really really fun. It was kind of the opposite of Galciv in many ways. Everything was super-customizable. You had racial abilities and governments that made for really dramatic differences in gameplay, as opposed to Galciv's incremental improvements. A new weapons tech could absolutely revolutionize warfare. Ship design was absolutely essential. However, the game required a fair amount of micromanagement and the AI was idiotic and relied on its huge bonuses to win. You can get
I'll send them to you tonight. About espionage: I've never seen a war started by lack of espionage until at least ten years into the game. I think Stardock gives you a "grace period" on that kind of event. [quote]I often forget to change when I *trade* for the tech[/quote] I do that too! It's really annoying. I only commented on Diplomatic Translators because they were still available in the game I loaded. [quote]Economic Exchange takes so long to bui
I'm morbidly curious about MOO3. I feel like I want a copy just to understand everyone's complaints. I've never seen so much hatred directed toward a game before.