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#181 | ||
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Re: THUMPER
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Again MY suggestion is right on target! Get rid of all in-system ships and planetary defenses before landing any troops and taking control of a planet. Keep doing this until no new fleets arrive and then start your landings. Determine which planet has the MOB CEN and land there first. Once you destroy or capture their MOB CEN the NOs can't materilize any more fleets in-system! -------------- Of course it would be a lot more realistic if you could assign fleets into taskforces and attack all planets in a system at the same time with the different taskforces. Thumper |
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#182 | |||||||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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Breaking treaties won't always decrease relations; but I have seen it happen. Its just that it depends on the treaty, and the manner broken. As far as invading a planet automaticly putting you at war.. THAT is a laugh. Sure, it SEEMS like it should work this way, but I can think of cases where the AI should be like "You want that planet? TAKE IT!" while it builds up its fleet (in a peacetime manner... ) to the point where it can resist. Heck, if you're embroiled in 3/4 wars already, you're likely to be inclined to let someone snip off a few of your less important planets rather than go to war.Quote:
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#183 |
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as in it fires now, I still think PD missiles rock, but don't use any armor, shields, or AP mod.
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#184 |
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diplomacy delay
i agree - the delay isn't confusing, but i'd really like to be able to tell (from the "initiate new..." screen) that i've got an outstanding offer to someone. i sometimes can't remember if i've actually made some offer, or was just thinking about and didn't get around to doing it. the only way to be sure not to have multiple (potentially duplicate!) offers out now is to wait 6 turns! (to allow for delayed responses - some races are quicker than others, though it may just be a distance thing.) so i just forget for long periods of time
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#185 |
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Having repeated DXUE Error
I had 3 other time the same error
Unhandled exception : C0000005 At address: 00761673 2 times I was scrolling the sitrep while the last one, I was just moving the mouse cursor looking at a page. If more data is required, I could probably get some register address when I get the bug the next time... I am unlucky, since it's happening really fast when I start to play a game, but it's easy to reproduce even if I don't want to. Philippe |
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#186 |
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MOO3, Patch 1.2 & no other mods.
I'm playing the Eoladi with custom characteristics. BUG: This really annoyed me! Home system with three Green and one Yellow planets, with a couple of itty-bitty ones just for laughs. I selected the three G and Y for colonization. Built three of the four SysCol ships planned and the first two ships colonized two of the Green planets. The third SysCol ship however colonized the Yellow planet! So I added another SysCol ship into the Mil Build Queue and went about my business... only to watch as a second SysCol landed on the Yellow planet! <And YES I did still have the Colonize Request set on for the Yellow planet. But still! Geezzzzzzz!> ------------------- BUG: This is more than annoying! Yellow 1 Planet (See Above) Size = 7/3,4; Rich; Hostile; Diverse, (Planet color is purple) Planetary Infrastructure: Region = Plains, Fertile, Subsistence Region details: Hab for Eoladi: Y2, Pop: 0.0/4.3, PGR: 0.0%, Base Mining Eff: 3.0, Base Bioharvest Eff: 1.5, ... no negatives, special or otherwise, for the region. Problem: MOO3 Patch 1.2 would not allow me to place Bioharvest DEAs in this region. This is the first time I've had this happen in a region other than HOSTILE or TOXIC... especially with a Bioharvest Eff of 1.5! ----------------------- BUG: Mild annoyance SitRep still reports Research levels one level lower than what it actually is as reported in the Technology section. ======= Suggestion(s) and a small astronomical observation ============== Suggestion: Allow Empires outside of the Orion Alliance to form their own alliances or Federations. These new Federation partners are controlled either by the computer it all of the members are AI or by the player. In MP games the stronger player takes control when two or more human players form a federation. In Sp games the human will always take control of the new federation. When all of the members are AI then the AI that is strongest will be the controlling force of the new Federation. <I would have as a minimum two or three Empires with non-aggression pacts between all of them be considered as possible joining members of the new Federation. One of the Empires will ask the other(s) if they want to form a Federation. If the minimum number of Empires agree to form the Federation then a new Federation is formed. Federation members can NOT attack each other or declare WAR on each other! And once an Empire joins a Federation there is NO going back! Federations may attack Empires or other Federations. Federations may join with other Federations, including the Orion Alliance. And the Orion Alliance may join a Federation. However... A decenting Orion Alliance member may elect to not join the Federation while the rest of the Orion Aliance joins. (Basically this Orion Alliance member just renounced its membership in the Orion Alliance and voting membership in the Senate.) Empires may be asked to join the Federations or Empires may partition a Federation in order to join it. All Research from all of the Federation's partners now goes to improving all of the federation. All existing Researched items are available to All member planets. Fleets can be assembled using the ships built by any of the Federation's members. Ships from any member of the Federation can use the MobCens from any of its members. <Below is a possible exception.> Colonization is done as it is in MOO3 Patch 1.2… Whoever built the colony ship uses that races members to stock the colony ship(s). <I asked for a mod to this to allow only one race to use the colony ships based on a pre-game selection… If the controlling player is using the "Exterminate" attribute then only that player's race will be allowed onto the new colony ships and only that player's MobCens will be allowed to set these new colony ships loose into the Galaxy.> Trade within the Federation gets a 25% to 100% bonus. Minerals are shared between all Federation members and are considered trade items providing income for the planet providing the minerals and an expense to the planet needing the minerals. Food would need to be tagged and it to would be dispersed to the needy BUT only where it is not considered a biohazard or a toxin. <The Eoladi would not fare well on what the humans call food.> The controlling player's Empire Tax structure now becomes the Federation's tax structure. To avoid panic within the new Federation the Diplomatic structures within the various Empires will change slowly over about 50 to 100 turns from what they were to the political structure of the Empire that is controlling the Federation. <The Great Farthard Empire of the Eoladi will continue to have its Viceroy Roasts… Which now have become almost as frequent as moon rise over Innak… with its eight moons!> Setup Options: Allow Federations & Disallow Federations. *** Note: This method would allow Empires to expand without going to war with their neighbors. *** Note: There are probably dozens of things that I've over looked … but it’s a start. ![]() ----------------------------- Suggestion: Trade items: A list of 50 to 200 trade items is used with each race specializing in one to eight items and wanting to purchase zero to three items from each of the other empires. Trade items are manufactured by Trade DEAs which take one DEA slot in any region they are assigned to. Trade items are bartered in the Diplomatic section and Trade agreements would now specify which trade items are being traded. Trade items may be warehoused and traded to a third Empire. So even tho your Empire doesn't want an item you may have a diplomatic contact that is chomping at the bit, so to speak, for the item and willing to pay a nice middle man markup.. Your Trade Minister would tell you if any trade proposal is Bad, Poor, So-so, Fair, Win-Win, Good, Great, Fantastic, or Unreal. These specialty trade items bring a bonus to both trade partners once an agreement is hashed out, based on the above settings. (Note: making what looks to be a bad agreement on an item you propose to trade to a third Empire may work out to be very profitable in the end.) Example: The Humans and the Eoladi are talking trade: Humans: We have 50,000 bathtub rings per turn to trade. Eoladi: We have 100 Dimpy warts per turn to trade. <the Eoladi have no need for human bathtub rings, or anything else human, but know that the Silicoids consider them a treat. On the other hand the Humans use Eoladi Dimpy warts to cure cancer. Your trade Minister may ask for 100,000 bathtub rings per turn for the same 100 Dimpy warts… a better deal and one that the Humans would still consider Fantastic and your Trade Minister considers So-so but it knows that the Silicoids will trade almost anything for Human Bathtub rings, and they have these really nice Muzzle Truvits that everyone just can't live without…> <For those that are interested Eoladi Dimpy warts are like nose hairs on a human... after a while they need to be pruned.> ----------------------------- BTW and for what its worth: The older red stars have had more time to buzz around the galaxy than the younger stars, billions of years in some cases. These red stars will most likely have plowed thru birthing nebulas in there travels and their planets will have a good chance of having heavy minerals located near the surface for easy access. Also note that the very large red super giants may actually be younger than their smaller yellow cousins. It all depends on the amount of materials used to form the star in the first place. Where there was a super giant formed in a hydrogen rich area it will burn itself down to a super nova within millions to a couple of billion years. Thumper |
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#187 | |||||||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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What you're suggesting would utterly change things - you'd no longer have the senate, you'd have a federation. It doesn't even make sense gameplay wise! After all, there would be people who start in what is essentially a "Super-empire" and couldn't get out if they wanted to, with what seems to be very few advantages compared to the senate but much higher disadvantages. Quote:
Again, this isn't a change of the pre-existing system but reconstructing the existing one from scratch. And, it STINKS of CivIII - a game I hate for a reason. Quote:
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#188 | |
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Head->Wall Expert
Join Date: Jun 2002
Posts: 493
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It's quite another to say "this system sucks, but if you tweak it by doing X and Y it works a lot better." It's a completely different horse entirely to say "I think you should completely rewrite large portions of the game from scratch." Most things along the lines of B are wastes of time, never mind stuff like C.
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Space Combat Mechanics Guide Autobuild Mod - Makes the AI opponents build better ships. |
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#189 | |||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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OH, and FYI Thumper - I was *NOT* trying to bellitle your opinion.
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#190 | |
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Thumper |
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#191 | |
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It would be somewhere between turn 100 and 200 before you would even have relations with other Empires on sound enough footing that a Federation proposal would be anything but noise by your neighbors. Also what do you mean that you couldn't get out? As a HUMAN player you'd have the option to NOT join in the first place and if you did join you'd be the benificary of the Empire merger. In MP games a player with an obvious weak position can use it to merge with another human controlled Empire in order to resign from the game and join another one where they can hope for a better starting position.Thumper |
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#192 | |||
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There have been quite a few posts by you Thumper, and most appear to be ignorant (as in not well informed) about this game. Most of your posts are just flat out wrong. So before you get banned for trolling (trying to insight heated arguments) w/ inaccurate information, try PM'ing a knowledgable veteran for answers. You can even PM me. |
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#193 |
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Code patch 1.2:
Autocolonization is totally unusable, computer doesn't remember if it already sent any colny ship to the planet. There are sometimes even 10 colony ships heading to the 1 marked planet and than I get in sitrep: "colony ship couldn't colonize the planet. I think it's really BIG PROBLEM. Larger star systems are totally unplayable, because there are many ships trying to do things, that can't be done. And a small problem: In the planet screen there is wrong icon by the Industry DEA. There is an icon of research event (the same like in sitrep) instead of the pruduction points icon. (the research DEA has an icon of research points). It's a little bit confusing. |
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#194 | |||||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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Um, lets see... Your turning the Orion Senate into the Orion Federation. Thats where. Quote:
edit: FYI - To the best of my knowledge, its still counts as double posting if you quote the same message twice... EVEN if you are referencing seperate portions. The "no double posting (non-quoted)", IIRC, means you don't post twice in a row UNLESS you are quoting two seperate posts - since some people don't have the simple techinal skills to "cut and paste" or add in <quote> tags.
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#195 | |||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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Pay attention to the sitrep, and un-click "send colony ship" once it tells you one has been sent. 60 second limit![]()
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#196 | |
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so you also have to check the TF that's been assigned, and make sure there's only as many going as you wanted to. (i'm willing to send up to 4, to get a red in 1 turn.) you'll either have to direct the rest manually, or disband them and let the auto-col use them when they come back out of delay. -rhyssan |
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#197 | |||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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Deputy Unofficial Official Greeter; Fanfiction Writer, Proud member of the WL:0 Club (My resignation was not accepted). Feel free to browse the Forum Rules, and additional forum rules for the Moo3 forum. The avalanche has already started, it is to late for the pebbles to vote
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#198 |
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Wizard
Join Date: Dec 2001
Location: Northern California
Posts: 154
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I've seen the mob colony ship happen sometimes when I tell the AI to handle all colonization late in the game - find groups of five or more colony ships headed of to one green planet (by that I mean single ship TFs all moving together). I have no idea if they all originated on the same turn, but I didn't think I had that many planets producing colony ships. At that time, I wasn't tagging planets for colonization. Next time I see it, I'll try to pay more attention to what is actually happening.
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#199 | ||||
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Let's get REAL! I have a planet the size of Saturn and set a ship on it and one seventh of the surface is ruined??? Quote:
This is really easy to verify. Just read your SitRep and when a new Research Level has been reached and reported note which one it is and the level reported in the SitRep. Open the Technology Screen and check the research level of the one noted in the SitRep. The numbers to the right on the Research Screen and the levels reported in the Matrix Screen are one level higher than what was reported in the SitRep. I don't remember mentioning anything about Researched Items. Quote:
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If you want to ban me from this forum go right ahead! I'll return MOO3 and forget the whole thing! On the other hand if QSI is truely interested in player feedback ... please take the time to fully read my posts. Thumper |
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#200 | ||
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Thumper |
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#201 | |
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Thumper |
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#202 | |||||||||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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B) It didn't just happen to me - I got an accurate report. Will, however, doublecheck. Quote:
As far as QSI being interested in feedback... They'd probably be more interested in your freedback if A) it was stated calmer and B) it fit into the existing game, instead of re-creating the game. Quote:
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#203 |
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I wasn't refering to him being banned right now for this one post, but to a number of WL points that could be racked up in a relatively short period of time, If his posts adn threads continue down the road that they apear to be going. But that's just an opinion. And as far as the scorching thing goes, that's only for bioharvesting. It's something I remember from way back when.
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#204 | |
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it doesn't always happen - it was usually splitting them to different worlds, but the multiple has happened several times. i've got all of it turned off now, so that i can match the colony ship race to the planet. AI didn't seem to take race into account at all, and kept grabbing the special magnate colony ships i was building and heading them off to worlds better suited to own race! (i wouldn't have minded so much except i don't have many mobs and it kept creating them all the way across the galaxy from where i'd wanted to use them. disbanding wouldn't help, since not only would i have had to wait for the delay penalty, i'd also face the exact same situation when they came back out! so i had to route them all the way across the galaxy to use them.... )-rhyssan |
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#205 |
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Guest
Posts: n/a
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Crashing
Ok people, the DX crash I keep getting is
"unhandled exception c0000005 at address 007c68c8" I have done the complete manual uninstall, delete remaining files under windows explorer and then did a complete reinstall. After installing the CD, I ran the install check (new one), first time it suggested I reinstall due to numerous errors and I did so. I again made sure every file was gone and rebooted. Second install, the check program said everything was ok. I installed the patch and ran the check again. Every came up ok. Played about 40 turns and the game crashed. Ideas? BTW XP Home Athlon 2400 1 Gig 333 ram 2 80 gig mirrored 7200 rpm hard drives with at least 60 gig free. And maybe I should not have done this, but I saved my game before removing the program from the computer and started playing it again. Since it did not crash every two turns I assume it is not the actual game. To this non-programmer, it seems like some part of the program gets filled with data it can't handle and crashes. The game is now crashing every couple of turns again, with the second message refering to "address 007c7129" I did not have these issues pre patch. Perhaps the patch caused some hidden issue? Last edited by Maginot; 06-15-2003 at 10:29 AM. |
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#206 | |||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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#207 | |
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Guest
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that seems crazy - if it can take race into account, why not always do so? -rhyssan |
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#208 |
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One simple improvement that should not be too hard. I really like the new DEA Improvement Que that is new from this patch, but as the game goes on, I have to scroll down to see what is being built. If it could be listed at the top BEFORE what has already been built, that would be great.
Chet Tidwell |
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#209 | |
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BAD: Y1; Sz: 7/3,4; Grav: Mod; Av Fert: Host; Min: Rich; Bio Div: Diverse (Purple) All Regions closed to bioharvesting OK: Y1; Sz: 5/1; Grav: Mod; Av Fert: Host; Min: Rich; Bio Div: Heterogeneous (Not purple) All Regions OPEN for Bioharvesting After landing on the second Y1 planet I went back and checked all regions of the first Y1 planet... all remained closed to Bioharvesting. Note: You don't see the Bio Diversity until after you colonize the planet... another of my suggestions to QSI... Show the Bio Diversity during Planetary Scanning. Thumper |
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#210 | |||
Join Date: Oct 2002
Location: Lemoore
Posts: 2,493
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Thus, as long as planets are marked for colonization, they will recieve a colony ship ASAP - regardless of race. If auto-colonize is on, it will pay attention to race. But if you have a "Send colony ship" flag, it won't. Probably because they thought you'd only mark 1-2 of the really important planets as such, and let the AI handle the rest.
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