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September 6th, 2002, 12:08 AM
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National Security Advisor
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Re: One Planet Challenge
No, the colony techs are by default set to always-available. But in a mod you could probably take them out (or just make the colony components so huge no ship can use them)
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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September 6th, 2002, 02:54 AM
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Corporal
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Re: One Planet Challenge
you could try this with fyrons quadrant mod, tons of asteroid belts and each one has different characteristics
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September 8th, 2002, 09:49 AM
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Second Lieutenant
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Re: One Planet Challenge
Ok. I just signed up for PBW, and want to start that game.
But what will the setting be?
And will we mod the robo compononts to make remote resourcing more competetive?
And maybe we should also make it so that we get the ship capture thingies for free, to capture ships from the AI and analyze them.
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September 8th, 2002, 02:14 PM
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First Lieutenant
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Re: One Planet Challenge
Ok, I've started modding the data files. Let's figure out exactly what we want for this game. Lemmy this is your baby, tell me what you want.
As an aside, I found out that you can not remove the colony techs from the files, the game chokes when loading. I was, however, able to set them to removable during game set-up. Weird.
[ September 08, 2002, 13:16: Message edited by: Nodachi ]
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September 8th, 2002, 02:48 PM
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Second Lieutenant
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Re: One Planet Challenge
Ok, since this would be the first OPC (One Planet Challenge) game, i would suggest making it easy for the human player.
I was thinking along the lines of a racial trait that doesn't have colonizing techs or troops.
To compensate for the research loss, they would get Boarding Parties for free, or maybe a stronger Version of them, or a combination of both.
I don't think we should remove the col. tech completely, the AI players would still be "normal" players.
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September 8th, 2002, 03:36 PM
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First Lieutenant
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Re: One Planet Challenge
If you allow the AI to colonize they're going to have a huge advantage over the humans.
There are a million things we could do to counter the research loss. I like the idea of having to capture ships for tech (kind of like P&N). Boarding parties at game start would probably be easiest to do. Then at higher levels change it over to a ranged attack based on the AS, commando torpedoes!
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September 8th, 2002, 05:32 PM
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Second Lieutenant
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Re: One Planet Challenge
Quote:
Originally posted by Nodachi:
If you allow the AI to colonize they're going to have a huge advantage over the humans.
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True, but that is the challenge off course
And besides, someone has to do the researching, if everyone only has 1 planet, research would take forever.
And the advantage isn't that big, especially if we give the OPC-players better robo-miners.
I'm currently in a game, where robo-miners give 900 minerals instead of 600, and i also added 3 extra shipsizes called small, medium, and large resourcer, sizes 300kt, 600kt, 900kt.
I can colonize planets, but i don't have mining facilities, and my research centers only give 300 points. Currently i'm ranked first with the most ships, and i still have a 10k mineral surplus. I'm currently using the 600kt ships for resourcing.
Quote:
There are a million things we could do to counter the research loss. I like the idea of having to capture ships for tech (kind of like P&N). Boarding parties at game start would probably be easiest to do. Then at higher levels change it over to a ranged attack based on the AS, commando torpedoes!
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Yep, like that idea too of capturing tech.
We could also create a small analyzing component, to analyze tech on location, instead of having it bring to a spaceyard.
The component would technically be a spaceyard, but with zero production rate, and a lot smaller, maybe 50kt.
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