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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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I submitted games recently. I think the XPaxk should come out within 2 weeks or so, which will be interesting to look at.
Currently, I'm more busy trying to change the game than anything (going to try giving negative range to colony ships....)
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Negative range sounds very cool - that would create a somewhat prolonged pre-interstellar capability period until you researched more range tech, right?
The only problem is if the AI doesn't prioritize range as highly as the human... could unbalance the game.
I still like it though. I always played on "PreWarp" in Moo2.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:30
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I made colony ships have a lower range than usueal (-9). The result was that the ai wouldn't colonize many worlds, unless there was a resource in the sector, so it would build a starbase there and harvest it. Since they sometimes build starbases anywhere, they can settle other planets.
Now, you can make it less extreme than I did. Giving a range of 0 means you will have to wait for a single +1 range tech in order to colonize. The ai will get there too pretty fast on denius/incredible. Additionnally, incredible ai's have a free +1 range bonus, so if you set the colony ship range to 0, the result is you are screwed, but the ai is only slightly slowed. That's why you need negative range. I only used it for colony ships, which means transports could still reach far away.
The big problem is it would require modding the tech tree to provide for +range picks which are atractive to the ai. As of 1.05, however, the Arceans will not mind whatever you may put in the text files and research the same thing.
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The most recent beta frees up the Arcean's tech choices, IIRC.
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