Gameplay.constants may yield some clues: pirateRaidData starArrivalDelayTime 10.0 initialSpawnTime 1200 minSpawnTime 300 maxSpawnTimeAtMinTotalSupply 600 maxSpawnTimeAtMaxTotalSupply 360 minTotalSupplyPerPlanet 0 maxTotalSupplyPerPlanet 20 raidChanceIncPerPlanet 1.0 raidChanceIncPerCargoShip .25 raidChanceIncPerBounty 0.002 supplyPerPlanet 8 supplyPerCargoShip 0.
ShadowDragon8685
Can you please explain how to do that translation? I understand those words individually, but together they tell me to do something I don't know how to do.
Eureka! The bits value IS the value you're looking for. The number is apparently just a foolyou measure. Fortunately, I had an old savegame and I plucked a valid value out of the "maxrecorded" section. This is a good number, it'll work when inserted: 40937.51 Bits=1193273731
Okay, now, I'm highly puzzled by this. I've been trying to edit the save game files, and I started a new game, starting with Autosave[0].save (Maybe I should save another save file to edit? - Gonna go do that, BRB.) Note that I am playing with the default name, the "Terra Confederation". These are the opening few lines of the save file: [code] TXT PlayerSetup type 0 numSlots 11 slot status 1 networkPlayerID 0 name "Terra Confederation" actualRa
No, I think my view is different enough and unique enough that Kryo would find it easier to inclue in the thread roundup by a different name; since my thread is about drawing attention to a potential compromise, while the other thread started simply to bring note to something that was seen as a problem by some, but not by others.
Okay, so something I have noticed on the forums is that capital ships are a divisive issue. Some people find it preposterous that you can crank out Kol battleships at two research stations, but need a buttload to put out the Kodiak cruiser. So, a proposal: Give each race a seperate "Capital Ships" research panel. This panel will be divided between the types of capital ships available. Now, you won't have to research the ships themselves - everyone knows how to make a big friggi
Not content with making him work 168 hours per week, you expect him to relatavistically compress time so he can work 175?
stupidly flying into my guns. Upside: That's gotta be about 2,300 credits worth of pirate booty! This may be a problem. They will stupidly fly into your guns and you get the booty for free... Suddenly everybody will WANT the bounty on thir own head to spawn the pirates. I don't think they should represent a source of money. You could solve this tidily. When you ki
Lurker, I must respectfully disagree. I want super-ships. I want a super-dreadnought classed vessel that will make my enemies *bleep* their brown pants.
One thing that always irked me is that you don't get any money for killing pirates. I mean, let's face it; pirates are hated by everybody. Even though you'll happily raise the bounty on someone to encourage pirates going for them (possibly instead of you), you'd also be elated to see them hung. And so would the trade guilds within your empire. So my suggestion is to make pirate ships worth a bounty - perhaps the scuttle cost of the ship type, in credits only? Not only would it make sens
Alternatively, make it pirate chatter you hear. Something like, "Arrrgh matey! Avast and deliver, for we be takin' yer booty!"
Wow, you want to have your cake and eat it too, don't you? Worky Linky? Happy now?
As long as we're talking about the graphical representation of the ships... I... Agree. The Kol is lacking something. it's beautifully detailed, I'll grant, but it dosen't seem to be the big great battleship it should be. I'm willing to bet that everyone who will be consuming this game has been influenced by at minimum one of the following, and possibly more, or all (note that these are just those which influenced me): The Homeworld series (HW/HW:
"Realism" seldom makes for a fun game. As evidenced by the fact that ships have to thrust constantly to achieve steady speed, and decelerate if they reduce thrust, and don't have to turn their aft towards the enemy to slow down. I, for one, welcome the idea of Super-Dreadnaught or Monitor classed vessels.
Shibfilet, people pax taxes based on how many there are of them on the planet. But the more economy the planet gets, the more prosperous it will be; not all of the "Economy" I listed is even economy at all. It's just things that make the planet more prosperous, make living there a much more pleasent thing, and consequently make the planet more loyal. Do you understand? The planet is more prosperous, and the fact you're making more tax income off it is indicative of the fact that the pla
As opposed to living on in fighting memory capable of ressurecting the culture should anyone be foolish enough to colonize a planet still being bombarded with the propaganda of a dead race?
Only the "owner" of the privateers should know that they're hers, otherwise it kind of, and by kind of I mean "completely", defeats the purpose of building the privateer's cove in the first place.
100% culture will create a 10% loyalty boost - or 1% loyalty bonus for every 10% culture. So remember: Coke adds loyalty.
I don't think that having fleets jump in under the guns is a bad thing, personally. If you jump into a fortress world, you know what's coming. The first wave are going to die, that's a fact, jack. That's why you fill the first wave with the crummy ships you don't care about, to act as loss leaders. Not that it really matters much. In my experiance, with a PJI and a wall of turrets, the AI just runs the turrets anyway, the bombardment ships going straight for the planet,
Ooookay, let's review. Problem: the pirates all act like Osama bin Laden is their Chief Pirate. (Someone 'shop a tricorn hat into that picture, please). Soloution: Divide "Pirates" into three or four sub-factions. Pirates: Attack at random, only using beefy Arcovas (late-game, give them Phase Jump Inhibitor Immunity). They go after the person with the least defended trade empire, that is, trade ships and orbital refinery ships - and basically behave as pirates oug
Ron: Perhaps. Perhaps it's too much for the time we have left for Sins, too. Which is a shame, because of all RTSes, Sins of a Solar Empire is the most uniquely suited to such an incredible innovation, because of it's sheer scope.
That's easy. You steal 5,000 credits from the treasury and go down to one of (most hedonistic planet in your empire's) red light district and take all the boys and girls from the office with you. Throw the biggest gorram bash your empire has ever seen.
I still think it meets the definition of a real time strategy. It just frees you up from micromanaging, since you can decide the strategy (at an executive level) and order some other schmoe to make sure it gets done. Sort of like how you could program your party's (non-controlled) characters to fight alongside you in FFXII. You're still the one deciding the strategy, but you no longer have to make every point and click and issue every order to every individual fleet. <
Well, ron, with a robust enough "Fleet Programming" language, that should be no problem. You could set if "If (Target) is Fleeing towards (Star B) then (Chase) and (Destroy)". You could also Set "If (Target) is Fleeing towards (Star A) then (Discontinue Pursuit) and (Return to (Patrol Zone))".
Ron: Just so, but forget this "when the battle is over" stuff. I want those construction frigates out there, replacing each turret as soon as it falls! One thing this makes occur to me, it would be nice if we could incorporate some kind of "Fleet Orders" language to the game. To allow players to set up their own custom orders. For example, suppose I had a fleet of three Kols and a S