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Old April 15th, 2005, 05:21 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Cheaters v1.2

The only limits are the cost in racial points available at the start of the game, and as defined in the Settings.txt

For most traits it's
1-80 : 10 Points Each
81-120 : 25 Points Each
121-? : 50 Points Each

I don't know how high it can go, but it will cost you a lot of points. For Maintenance Reduction it's doubled except for the low end which is halved.

I initially put the Construction Aptitude at 175. With the 1000 point Advanced Trait (which was cheaper) it added up to 200%, but I found I needed to balance things out. I had reduced Repair Aptitude to 0 since the AI uses suicide ships, but then the AI was retrofitting starbases that never got repaired. I also had Environmental Resistance reduced to 0 because I didn't know what it did. The population never grew.

I reduced the Construction Aptitude to 171 to get some points for other things.
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Old April 15th, 2005, 05:37 PM
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Default Re: Cheaters v1.2

Ok, it still stops you from using more than total number of points allowed, but you can reduce individual stats below or above their normal limits, interesting.

The current stats you have there in v1.2 aren't for a 200o point race. You have another 550 points you can use. That's enough for 120% in research, or to bring the ground combat back up if you want to make the Cheaters use troops.

Also, you've got the Opt 1, Opt 2 and Opt 3 settings all the same. So in a 3000 or 5000 point game you are leaving a lot of points on the table. You could raise a lot of your stats in the opt 2 and 3 charateristics, or throw in some advanced racial traits there.

Your choice to lower the mining rate might be a mistake. With such a high construction rate it seems like it would be quite easy for the AI to spend itself broke. Of course if you play with bonuses that won't be as much of a problem.

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