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March 11th, 2006, 03:32 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
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Plasma Instibility Detected
I'm about to lose my best system to this. Anyway to prevent it? Is this a random event or some type of sabatoge?
Thanks
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March 11th, 2006, 03:33 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Plasma Instibility Detected
It's a random event. If you can build a ring or sphere world before the 3 years is up, you can save the system.
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March 11th, 2006, 03:46 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: Plasma Instibility Detected
If you don't use a retrofit series, you'll have to get a mobile spaceyard to the star and start building the ringworld activator containing starbase on this turn, and turn on emergency build just in time, or you won't be able to build a ringworld in time. And that's just for turn based, I don't know if you'd ever make it on strategic.
You really should prepare to evacuate instead. Let the rest of the galaxy feel your pain when the horde of emigrants emerges.
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March 11th, 2006, 10:54 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Plasma Instibility Detected
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Slick.
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March 12th, 2006, 12:01 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
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Re: Plasma Instibility Detected
You can try to trade your doomed system for someone else's planets. When the trade is completed and other guy gets your system, they will get no warning messages about the instability, and it will just blow up when the time comes.
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March 12th, 2006, 03:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Plasma Instibility Detected
"Recently" being rather relative, eh?
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March 12th, 2006, 06:03 AM
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Major General
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Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
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Re: Plasma Instibility Detected
I had so much fun with this one game..... I had no holdings outside my home system, and then I got the message it'd blow up in 3 years. Loaded all the pop I could into transports, and traded the doomed system, planets, remaining pop and all, to the EEE (AI) in exchange for a breathable Huge Gas Giant, as well as two carriers, a colony ship, the moon colony of the giant and some other cool stuff..... Analyzed the Carriers, colonized a Ruins planet, and waited for the sun to go off Of course, this was an unmodded 1.61 AI, but it still was fun.....
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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March 13th, 2006, 07:34 PM
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Private
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Join Date: Jul 2004
Posts: 19
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Re: Plasma Instibility Detected
I don't know if it was bad luck, but I think the chances of this random event are a bit to high in the stock mod and in TDM.
I have had solo games where I lost 3 star systems to this random event. When I got the 3rd notice, I just quit as it was becoming very much not fun. (I could certainly have still won, but I didn't feel like bothering)
It just seems like in a cluster of 30 systems, having 3 of them go nova within 60 years is a bit excessive
__________________
Reality is the only word in the english language that should always be used in quotes.
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March 13th, 2006, 09:38 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Plasma Instibility Detected
1) If you set the frequency to high at game setup, obviously they happen more frequently.
2) In TDM, more than one of the AI's will destroy stars in the latter stages of the game. This is speeded up by giving the AI a high bonus as it also helps their research. I don't know off the top of my head who are the frequent offenders. So it may not be just random events. Check the movement file. Check the enemy designs file in case you may have battled one of the star destroyers so you know which ship designs to look for.
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Slick.
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March 14th, 2006, 04:31 PM
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Captain
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Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
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Re: Plasma Instibility Detected
I've made a change to the way events happen in Dark Nova 4 mod that seems to work just fine. Each Catastrophic event is in the events.txt only once each. Each High event has 2 copies. Each Medium event has 5 copies. And each Low event has 10 copies.
When the game processes a turn and an event is triggered to happen, the game will pick a random entry in the events.txt file. It will only look for events that match the settings for the game (Low, Medium, High, or Catastrophic). So the end result is that even if set for Catastrophic, there is approximatly 10x the chance that any given event will be Low, 5x for Medium, 2x for High compared to Catastrophic .
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Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
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