Diplomatic victory really doesn't work on locked teams because locked teams minimizes all diplomatic factors. It's meant to be played in FFA, where the goal is not to fight AIs, but, you know, to win a diplomatic victory.
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baseTaxRatePerPopulation 0.025 Gameplay.constants :)
They'll never officially get caps, however. You can always add your own pirate caps in a mod, just work it into their raid defs in gameplay.constants :o
Not a bug, siege frigates now have long-range anti structure weapons. I'm still a little puzzled on this because they never actually target structures so they only shoot them if they pass by, but I digress.
[quote who="Whiskey144" reply="4" id="2528639"]@Darvin- they also included an "Allied Victory" option in the final release (though I only know about this through screens of the game). I don't know what it does exactly, but I suspect it allies a group of people to win; or if it is off only 1 person can win. But again, I could be completely wrong.[/quote] Yep, this is basically what people asked for, a toggle for how many people can win an allied victory in FFA.
It's fairly simple. The game sums each player's positive relations and negative relations across other players. If the total positive is higher than the total negative, you gain points at a rate proportional to the difference (so, if you're only at +1 total you'll earn points much slower than if you were at +10). The total number of points needed is 75 * number of players. This mode is definitely geared towards FFA play, rather than locked team. And more towards SP at that.
As far as I know the AI purposely ignores research requirements for missions to make sure it's consistent in giving them.
No, there's no way to give structures upkeep.
Do you know that he emailed it? They definitely need both to compare :x Was this Diplomacy or Entrenchment?
[quote]1. I don't understand exactly the numbers on diplomacy screen, I don't know why there is a 0 between a rival and me who I have attacked while changing the view placing my rival into the center I see 9.80 between me and this rival.[/quote] The AI sees you at +10 to start mostly for envoy purposes. The AI isn't really capable of raising relations with you like you are with it, so it gets a head start and can start sending envoys earlier. [quote]2. I don't know w
1) is fixed. Diplomacy uses separate settings files. Your second wish isn't in the release build of Diplo. As for the OP, while a lot of things in Diplo are more geared towards single player, we (we being the testers) fought pretty hard for making envoys and pacts easily accessible in MP. They do require civvy labs, but the initial envoy cruiser research is tier1, and their abilities are low-tier as well with the ships themselves being very cheap to make. Pacts
Ah overzealous fraud protection. Suppose it's better than not having any, even if it's damned annoying. I've had my credit card locked by my company's fraud department for an MMO charge that's been clearing for several months prior. Then one month they decided to lock the card. :x
Charm is a kind of spell that makes sense to have periodic checks on. Charm does not imply Dominate, so Charm is more of a suggestive spell rather than a puppeteer spell. To that end, the effectiveness of Charm should in part depend on what you suggest the unit does. Movement is easy. Self-defense is easy. Attacking is harder. Attacking a related species (troll attacking another troll) is very difficult. The strength of the spell and the level/stats of the caster would determi
You should just be able to edit the speed values for the Slow setting in gameplay.constants to make it even slower. The faster settings are added mostly for the benefit of the Multiplayer folks where mods generally get in the way.
[quote who="TheRezonator" reply="45" id="2523159"]me too, now we place bets on whether IC will listen and actually implement it[/quote] They won't. It's been mentioned consistently since the Sins beta, but they like it this way.
Yeah, a lot of corps will kick for inactivity :x
Support doesn't work weekends. They will get back to you during the work week.
The serial number.
As of Entrenchment, each ship entity has the following line: usesFighterAttack FALSE Change it to TRUE, and you'll have your strafing ships.
Kitkun's description is 100% correct. The old ability used the Bounceback buff for the Vulkoras heal, and that's what the wave thing in the infocard shows. Now, however, all the action happens in the Target buff, which lasts for 8 seconds and has overtimeActions to deal damage and heal. Since overtimeActions tick once per second, it actually does 8 "waves".
Edit: Double post ftl.
[quote]What I'm going to suggest instead to anybody serious about creating a decent AI would be to take a look at Civilization IV.[/quote] Way to compare TBS AI that has essentially an infinite amount of time to do what it needs to do and an RTS AI that has much more limited resources and timetables.
Email [email protected] and get your account straightened out :) Be prepared to confirm your cd key with them so they can make sure the account is yours :P
[quote who="Kitkun" reply="12" id="2518061"]No... Just no. [/quote] There is truth in these words.