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  #11  
Old November 3rd, 2005, 02:40 PM
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Default Re: Scenario

I worked on the map for a while last night. Got to where I thought I was done, went to load it and test it, but I accidentaly clicked save instead...Wooops @#*&. I'll work on it again tonight.
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  #12  
Old November 3rd, 2005, 02:41 PM

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Default Re: Scenario

Didn't know you made it! cool, and thanks, as much as it is annoying to loose, it is still fun!

I just love the challenge, even if you dont win... kind of like playing chess against someone who is obviously better than you!

but I think I made a "perfect game" meaning immediantly building space yard and colony ships, colonising planets quickly and effiecently, then building mining and more.

I basically have about 40 planets in total, and filled up with research centers and mines, the moment I got to intel center 2, (still no alien contact) I cut out half the research plants and built intel centers.

I researched counter intel 2, but it doesnt matter, in less than 10 turns, I have about 10-30 incoming intel projects and about ~2 are food contamination, another 2~ are crew insurection and the rest are other annoyances (could be more food contamination and crew insurection!)

basically the only way to get planets back is to send colony ships or transports quicklyand drop civilians, but the next turn they just get turned with crew insurection.

I would be interested to know if anyone has been able to complete this!

I have just edited intel file to try and make counter intel more effecient in this game, as I do not like playing with it (I personally do not like this area in most games) as I really want to finish this scenario

Also, checking cd now for other scenarios!

Thanks
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  #13  
Old November 3rd, 2005, 03:11 PM
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Default Re: Scenario

It's been a while since I've tooled around with the Awakening scenario, but if I recall the details you are in the center of a fairly large quadrant surrounded by hostile aliens on all sides. You might be able to delay the intel attacks somewhat by not expanding too far and limiting the amount of races you contact. In a typical SE4 game you would try to capture as much territory as possible, sending your colony ships past empty worlds to try and gain a foothold in as many systems as you can. Here you might be wiser to not travel beyond a system until you've cololnized all the planets, and try to limit the number of directions you expand in. Perhaps by being more compact, and only facing a couple of enemies at a time you can overcome the intel attacks.

Of course eventually they will come and find you so if this works at all, it will only work for so long.
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  #14  
Old November 3rd, 2005, 03:15 PM

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Default Re: Scenario

... but still, if you do not expand, you cant build any intel centers, and then they will do food contamination, then you have no where to repopulate from....

that scenario is just to damn hard!... btw... where you able to complete it!?
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  #15  
Old November 3rd, 2005, 03:24 PM
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Default Re: Scenario

No, I never played it past a few dozen turns to make sure the AI players were expanding properly. In fact the Intel thing was a bit of a suprise to me as I hadn't really planned on that being such a big factor and I never played test games to the point where the AI was hammering me too badly with it.

I'll have to give it a try though. If I can figure out a way I'll post some tips, if not I'll think some more about revising the mod.

Sabotage is one thing, but it doesn't really make much sense in the context of the back story for a Xiati crew to be insurrected. Unfortunatly without a mod the only option would be to eliminate all intel. That may or may not make the scenario too easy though. I'll have to check it out.
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  #16  
Old November 4th, 2005, 06:01 AM

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Default Re: Scenario

I changed the intel file to basically make counter intel have almost unlimited points and efficency up loads, so one intel facility and counter on makes all intel stop.

I have also got about 8 diffrent possible entry points to my space, they are all now covered in mine fields with mine layers and shipyards toping them up!

This is a hard game, I hate palying with intel, but with it, it is impossible, without it, it really is a challenge, I just love it!
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  #17  
Old November 4th, 2005, 10:30 AM
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Default Re: Scenario

Yes, I played about 50 turns last night and I've reached the same conclusion. With Intel this is just too hard. Probably impossible. You might be able to get a bunch of planets around the core, mine the heck out of them and launch satellites and then try and hang on while you build up your intel. But even without building any ships that the AI can mutiny away from you, losing a planet every few turns to food contamination and not having any way to replace their population will cause an inevitable strain on your ability to defend yourself.

The problem with your fix is the AI keeps building intel facilities and wasting resources. I definetly need to revise this secnario and and make it a no intel game. I think I will make two more versions, with one where you maintain your technological advantage over the other races.
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  #18  
Old November 4th, 2005, 11:19 AM

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Default Re: Scenario

Sounds good! please keep me informed if/when you do this!

What I would truly like to see in SEIV is a real Expendable race!

at the moment it is still for a cheap ship, 1 ship per turn per planet, I would like to use temporal or higher shipyard to produce maybe a cheap ship, and I would like it to build quicker, so for example if it costs 2k and you build with 5k, it will build 2 and have 1k through the next one.

This would be cool and be like in empire earth, my fav scenario when you can have a modern age tank, but be beaten by like a rush of 200 lower tech!

I just like epic, big scale battles! and I think with a expendable races, it would be cool!
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  #19  
Old November 4th, 2005, 12:15 PM
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Default Re: Scenario

Well, that can't exactly be done in SEIV, be cause there is no way to make a space yard build more than one ship in one turn. But if your advanced ships take 5 turns to build, and the AI is building cheaper ships in one turn, you can have battles like that. In fact by doing this scenario and taking out the intel the "derelict" Xiati Imperial Navy Battleships become more viable. As the scenario is now you can't afford to do anything but capture and anaylyze them for tech, because the AI insurrects them in a couple turns and uses them against you. But get rid of intel and it becomes more of a decision, do you keep this battle ship that can fight off the swarms of enemy LC's hitting you right now, or do you take it apart and anylyze it for the future? That was my intention with the scenario in the first place, but the intel kind of torpedoes that part of it.
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  #20  
Old November 4th, 2005, 06:38 PM

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Default Re: Scenario

I thought it was impossible, its just something I would like!

but seriously thinking about it, maybe it would be possible for a very smart modder to put it in...

imagine if on a planet you could create a "ship holding facility" that adds about 5M cargo space, allthough there has to be a way that people will not build 10000 WP's on a planet :S (maybe increase their size) anyway, if you think about it, when you launch a drone, they go in to a group of their own, maybe get something that launches like a drone and goes through warp holes, but acts like a fighter in battle, then you could quick produce fleets of ships.//

anyone think this is a good idea?

Something I have never worked out how to do, if it is possible, is when you have launched a number of ships, adding or removing from that group of ships (not fleet, but the group) because this would be cool as you could have like 5-6 squares with 10 ships in each, then you could really effeciently micro manage a group of ships in battle...

anyway, like this idea :S ? the only thing I can not think about is maintenece on units, but surly that is something that is set to 0, and not actually built in units are 0?
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