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October 28th, 2003, 04:57 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Starting with Colonize All??
Heh, thanks Rollo.  I've been playing less and less magic as the fiasco gets bigger over there. (got about 40 odd tix left, think thats all I'll pump into the Mirrodin Leagues till they get their act back together).
As to modding, yep, doing some, playing the DevnullMod gold pretty much exclusively right now (great mod), though I'm tweaking stuff for personal play (added a second Monster's race so I can have 2 in the game, tough on a 3 planet start  and adapted my Mount Mod for it, works nicely now that I changed the miniturization techs to be more reasonable).
The thing I wanted was to start off everyone with all the colonization techs. This gets rid of the temptation to swindle the AI for its colony tech and lets you expand faster (both you and AI). Just wondered how the AI colonizes, wether it goes just for the 'green dots' or the highest mineral planet in closest range or what...(that and wondered how it decided wether to build a rock/ice or gas colonizer).
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October 28th, 2003, 05:20 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Starting with Colonize All??
Glad to see I am not the only one who is very cautious about Temple of Elemental Evil. This game doesn't exactly appeal to me to say the least. The only thing I like about this game is a question on one of its FAQs, which was: "May I open doors?" Hopefully you can, it could be quite a problem otherwise. 
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October 28th, 2003, 05:44 PM
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National Security Advisor
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Location: Ohio
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Re: Starting with Colonize All??
D, an easy way to test this is to play a high tech start game and see how well the AI colonizes off the bat. I don't think it would be a problem. Although I haven't tried it myself so I can't be sure.
Geoschmo
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October 28th, 2003, 05:48 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Starting with Colonize All??
Right now I'm playing the DevnullMod with an altered Med Tech start (giving destroyers, all colony tech, duc III, sat 2, weapon plat 2 , base 2, troops 1, all off the bat). Things seem to be working ok. Now if I can just get the Xati off my back!!!  (not my fault they started in a closed system whose only wormhole exited into my system...)
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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October 28th, 2003, 06:15 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Starting with Colonize All??
thanks.
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October 29th, 2003, 01:35 PM
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Brigadier General
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Join Date: Jul 2001
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Re: Starting with Colonize All??
Quote:
Originally posted by Deathstalker:
...The thing I wanted was to start off everyone with all the colonization techs. This gets rid of the temptation to swindle the AI for its colony tech and lets you expand faster (both you and AI). Just wondered how the AI colonizes, wether it goes just for the 'green dots' or the highest mineral planet in closest range or what...(that and wondered how it decided wether to build a rock/ice or gas colonizer).
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well, the colonization minister is still a myth. Not quite sure what the priorities (green dots, richness, size, range) are.
The nice thing about universal colonizers is that the type (rock/gas/ice) doesn't matter and that helps the AI. I have seen 'Rock colonizers' with a universal component colonize ice and gas planets and vice versa. So, there will be no wrong types sitting in orbit.
One oddity about universal colonizers: In the planet view each colony ship counts for 3 in the 'Colony ships ...which are available' display. Seems that the game counts the colonizing abilities instead of the ships. Not sure if the production minister is also influenced by this. If it is and the AI gets universal colonizers from the start, that could slow them down a bit.
Might wanna have a look at this and perhaps increase the numbers of colonizers in construction file, if this is indeed a problem.
[ October 29, 2003, 11:38: Message edited by: Rollo ]
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October 29th, 2003, 07:28 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Starting with Colonize All??
Quote:
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The thing I wanted was to start off everyone with all the colonization techs. This gets rid of the temptation to swindle the AI for its colony tech and lets you expand faster (both you and AI).
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Check out the Colony Tech Mod by Ekolis, which adds 3 "native" racial traits that give access to the appropriate colony modules. It makes it so that it is impossible to trade starting colony techs (which are by no means "technology"...). You can still research others, and you can trade researched colony techs with other races that share your homeworld type (such as rock races trading ice and gas), but not with races from other types of planets. The methodology for a gas race to colonize an ice world would be vastly different than a rock race colonizing an ice world, for example. Very little could be shared between them. 
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