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Questions

Questions

These questions should be answered by the designer, brad wardell. At what Ai levels does the computer starts to cheat or get advantages over you? I'm playing on intellegent and find that the minor races are pumping out 1 colony ship per turn and the major civs built their first capital and constructors in a few turns from the beginning of the game. I think that they are cheating. And the second question is why do the game freeze everytime when I click exit? And last again, what's the smartest level for the ai to get no advantages over you nor cheat or in other words, at what level is a fair fight for both you and the AI? because on Alpha centauri, it's libarian. :) Thank you.
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Reply #26 Top
I don't want to bend down infront of them. That's also how I act in alpha centauri. I want to find a way to block their death knights without having to sacrifice everyting like social projects and medical research. So far I only have battle hammers and they can't seem to stand up to the death knight. Is the death knight a evil ship? And If you were good and researched the good technologies, what if you turned evil? do you lose them? And I built a manufacturing capital on one of the planets and then disbanded it. How come I can't build another one?
Reply #27 Top
I'm playing the second misson in the campiagn. And me and the altarians can't stand up to the evil side and the altarians remains friendly.
Reply #28 Top
Have you tried playing around with the economic sliders? (the spending sliders on the "domestic" page?)
Reply #29 Top
I already beat that level. How can I keep up in industrial and medical tech while still being able to defend myself from evil races with death knights?
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Reply #30 Top
I don't want to bend down infront of them. That's also how I act in alpha centauri. I want to find a way to block their death knights without having to sacrifice everyting like social projects and medical research. So far I only have battle hammers and they can't seem to stand up to the death knight. Is the death knight a evil ship? And If you were good and researched the good technologies, what if you turned evil? do you lose them? And I built a manufacturing capital on one of the planets and then disbanded it. How come I can't build another one?
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Oh! OK! I hear you loud and clear! Hey, I hated when they seem to get to battleship technology unrealisticly too fast; and then pester the player with Battleship or Death Knights, as you say. That makes the smaller ships about useless, because there in no real time for interacting on a grand scale with other players if it becomes more desirable to simply develope Battleship technology, given it really isn't too expensive. It also pissed me off when a defensive/offense complex (StarBase) could be destroyed easily by a wimpy ship or destroyed by a single Battleship or Death Knight. Solutions? Listen to the suggestions being given... or.... mods or minor changes.

Try this to simple keep those pesky Battleships and Death Knights away for a while:

Enter the GCTech.tech file with Note Pad and edit the developement cost up by a factor of 4 times (or as you desire). Warning: if the tech developement cost is high enough, the AI players will in fact use smaller ships much more and they'll be all over the place! If that is too insane, then enter the ship files and increase the cost of maintenace by a factor 2 (double). The result is more time for early contact and basic warfare with other races without bigger high tech ships around in the game... for a little while. If you do this sort of editing, don't edit your original files; instead, first place copies of the involved tech and ship files into the Mods Data folder, then edit them there, then be sure the Mods option is turned on in the pre-game configuration menus. If an AI acquires a Battleship or Death Knight by other means (random events)... hmm, heh, then go buy it from him.

And/Or make an armored "Enplacement" ship which the Battleship or Death Knight will suffer damage from or be destroyed if either attack the emplacement. I find the "Defender" class ship perfect for this. Saddly this "fix" doesn't work as well as it could. The battle algorithm is not that good in this game. Usually ships fight to the end as destruction rather than ending a turn with both having some damage as a funtion of hit points. A high hit point ship should take some time to destroy (all things being fairly close), but giving it some damage aught to be possible more often than it is from smaller less powerful weopons when defense is low; but not total destruction immediately... the result is the "Defender" may seem too powerful as a defensive emplacement of floating armor in space, so you can adjust the numbers to your taste. This solution still results in the Defender being able to move. I could not find a way to prevent this problem and have the Defender act as a true planetary defensive emplacement in my fix. My solution:

Modify the "CoreShips.ships" data file as follows (//XX is the orginal StarDock value):

//------------------------------------------------------------------------
SHIP Defender
//------------------------------------------------------------------------

Name "Defender"
Model "Ship09"
Description "Perfect for home defenses, these armored emplacements can withstand quite a beating, but have high maintenance costs."

HitPoints 2000 //25
Attack 0 //1
Defense 5 //3
Speed 0 //Darn shame this really isn't zero speed forever
Cost 40
SensorRange 1
Tech_Requirement "Deflectors"
Maintenance 25 //1
Range 0
ENDSHIP


And StarBases getting toasted so easily by pip-squeak little ships or by single large ships? I have always felt this should require a fleet effort and/or be accomplished only by a very strong ship or several strong ships. In my case, I made a few simple adjustments to the Starbase.ship and CoreModules.SBmodules files I changed a few of the basic defenses higher and raised the StarBase hit points. That solved the issue.

These changes alone will improve the game greatly, as I see it anyway, without the game losing it's original basic flavor, so to speak. If you'd like me to paste the StarBase ship file and Starbase Coremodule files here, I can. I only mention the issue as a side-bar to your orginal remarks.



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Reply #31 Top
Woops. Missed your question. No, the Death Night is not alignment dependant (both evil and good can make them).

You keep your discoveries from one alignment when you switch to another; and! You can even trade and acquire things not possible to your own alignment.

Mfg Capitals... hmm, I always thought an improvement could be rebuilt if lost or destroy by the player on the Planet Detail listing. Never tried that. I do know you can continue to build whatever project a newly aquired planet was building, even if it is a special improvement or which you normally are allowed only one construct or do not normally have the means to build (lacking the technology - I have aquired Death Knights that way --- by capturing a world trying to make it, then I finished funding the construction at the shipyard even while I did not have Death Knight technology, he, he).
Reply #32 Top
How do i beat level where I'm supposed to culturally assimilate the torians?
Reply #33 Top
sorry, can't help you: I don't have AP yet
Reply #34 Top
How do i beat level where I'm supposed to culturally assimilate the torians?
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Build influence enhancements. And lots of cultural starbases. Rearsearch cultural techs. That type of game typically takes a long time.