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April 18th, 2007, 07:53 PM
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Corporal
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Join Date: Oct 2002
Location: Displaced NYC'r in OH
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SEV -- House Rules
I just started playing the game a couple of weeks ago and, as with most of you, I'm looking forward to the game getting "ironed out" eventually.
That being said, again like most of you, I will be damned if I'm not going to check this baby out anyway.
So..I was wondering if as of this date, there are some things to do or absolutely NOT do when playing this release (with BMod) for a halfway decent game?. For instance I was reading on SE.net a post about placing mines at warp points early game so as to keep the AI from sending in piecemeal ships. Seems to me a good strategy if you want a decent end game. But there are probably many more.
So what "House Rules" would lead to a game that will give the AI half a chance to give me a run-for-my-money? i.e., Don't research this, stop researching engines at X Level, give the AI 500k starting bonus, don't attack an enemy planet for at least X turns after you declare war so they have time to build up some defenses, allow tech treaties with AI's, but never accept one yourself,etc.
I have read so many great suggestions, I just thought "ok...so what should the top 10 or 20 "House Rules" be?"
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April 19th, 2007, 04:45 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: SEV -- House Rules
bug thing - don't colonize with a fleet.
take the colony ship OUT of the fleet and tell it to colonize, otherwise you'll loose the entire fleet.
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April 19th, 2007, 08:35 AM
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Major General
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Join Date: Nov 2004
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Re: SEV -- House Rules
That's not a house rule though. That's just working around a bug.
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April 19th, 2007, 10:02 AM
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Sergeant
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Join Date: Nov 2006
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Re: SEV -- House Rules
Make sure te game is set to view all systems as the AI can't remember where planets are located. If the AI can see everything it will attack better and more often.
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April 19th, 2007, 10:20 AM
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Second Lieutenant
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Re: SEV -- House Rules
speaking of that... is Malfador going to fix it? If not, it may be possible to mod that functionality in since there is a "Memory" functionality.
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April 19th, 2007, 11:10 AM
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Second Lieutenant
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Re: SEV -- House Rules
By using the Sys_Set_AI_Storage_/Sys_Get_AI_Storage_ functions and storing data from the lst_AI_Attack_Location_ lists it shouldn't be too difficult to give the AI some memory of colony locations. It would require changes to several functions though.
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April 19th, 2007, 04:34 PM
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Corporal
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Join Date: Oct 2002
Location: Displaced NYC'r in OH
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Re: SEV -- House Rules
Maybe it's a good idea to mention the bug with the "reason" for the House Rule, but not a new bug list per se. Maybe there is a list of this sort already in circulation?
1) Bump up the AI Starting Stats/Difficulty to highest.
2) Give AI 500k starting Tech points, but don't expend your own
3) Activate Tech Trading between AI's, but never accept trades yourself
4) etc...
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