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January 18th, 2003, 09:37 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Trading population
It's cheezy, but I'll trade an empty colony ship for the colony ship the AI just sent into my territory. I can sweeten that deal with 5,000 organics or something. They take it and I get a colony ship, population, colonization tech, and I deprive them of that world in my system they wanted.
Ah, the power of cheeze 
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January 18th, 2003, 10:29 PM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
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Re: Trading population
Quote:
Originally posted by Arkcon:
It's cheezy, but I'll trade an empty colony ship for the colony ship the AI just sent into my territory. I can sweeten that deal with 5,000 organics or something. They take it and I get a colony ship, population, colonization tech, and I deprive them of that world in my system they wanted.
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One more evidence that prove that AIs are really stupid !
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January 18th, 2003, 11:18 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Trading population
One more evidence that prove that AIs are really stupid !"
Actually a player either way has no way of knowing what condition the ship he is receving is in. This makes ship trades a bit risky. You could get the fully equipped colony ship you're expecting- or you could get a badly damaged and outdated clunker that will cost more to get back to your territory and repair than you could ever gain from the trade.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 18th, 2003, 11:20 PM
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First Lieutenant
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Join Date: Sep 2002
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Re: Trading population
That's why I think that ship trading is reserved to good human player allies...
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January 18th, 2003, 11:53 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Trading population
Quote:
Originally posted by Phoenix-D:
One more evidence that prove that AIs are really stupid !"
Actually a player either way has no way of knowing what condition the ship he is receving is in. This makes ship trades a bit risky. You could get the fully equipped colony ship you're expecting- or you could get a badly damaged and outdated clunker that will cost more to get back to your territory and repair than you could ever gain from the trade.
Phoenix-D
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True enough, I used to trade with the neutrals for that big population transport that's always orbiting their homeworld -- but more often than not, it's empty.
The AI could be improved on it's trade evaluation 'tho. You could always outsmart it, but it should assign reasonable values to things, and have it's anger rise if it got screwed.
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January 19th, 2003, 01:53 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Trading population
Quote:
Originally posted by Phoenix-D:
One more evidence that prove that AIs are really stupid !"
Actually a player either way has no way of knowing what condition the ship he is receving is in. This makes ship trades a bit risky. You could get the fully equipped colony ship you're expecting- or you could get a badly damaged and outdated clunker that will cost more to get back to your territory and repair than you could ever gain from the trade.
Phoenix-D
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Can't you right-click on the ship in the "view package" window to make sure you're getting what they say you are?
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The Ed draws near! What dost thou deaux?
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January 19th, 2003, 01:57 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Trading population
It doesn't tell you if the ship is damaged, or out of supplies. 
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