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Posted by: TheTalkingMeowth
« on: October 25, 2020, 12:20:14 PM »

If they start shooting, then they don't like you.

Nah I don't think that's right Steve

Yeah! Some species metabolize radiation! In their cultures, a saturation nuclear bombardment is the equivalent of a "welcome to the neighborhood" cake!
Posted by: Droll
« on: October 25, 2020, 11:52:07 AM »

If they start shooting, then they don't like you.

Nah I don't think that's right Steve
Posted by: Steve Walmsley
« on: October 25, 2020, 07:37:06 AM »

You can judge their relationship to you based on how they react. If they offer a trade treaty, geo treaty etc., then things are going well. If they start shooting, then they don't like you. If their warnings start becoming harsher then either the relationship is deteriorating or you are somewhere they really don't want you to be. Otherwise, its a grey area in the middle where you should proceed cautiously.

Don't overthink it in terms of 'rules'. Look at how they are reacting to you.
Posted by: Aurex
« on: October 24, 2020, 09:51:01 AM »

Quote
When Can I propose them commercial/alliance treaties? and how? The other jump point to WISE got a red jump gate, what does that mean? I know for sure that they are exploring WISE and the next system, what should I do? What are your advices to stay in peace (for the moment)?
Best way to keep improving relations (from both ends, since you can see how your empire feels towards them, but not the other way around - you could have 108 diplomacy rating with them but they might hate your guts) is to avoid systems they clearly tell you not to visit and to allow trade access whenever the option is available.   The diplomatic ship should also be used constantly, it nets good diplomatic rating from both sides - the fact they also use one suggests they aren't inherently hostile towards you.   Eventually it should be possible for them to send their civilian freighters to ship goods to and from your planets and viceversa - that would also improve their diplomatic rating towards you.   Having such a close neighbor is always dangerous though, even if they look friendly.   In your situation I'd design some jump point monitors - either ships or platforms you could move around with a tug - and park them on the jump point.   Just in case! Lost a very interesting game due to me having 200+ diplomacy rating with them and them not really reciprocating the sentiment and sending 20 missile ships to send Earth back to the stone age.  Also, the red jump gate (aka stabilized jump point) just means it was one of their ships that stabilized it and not one of yours.
Posted by: Kaiser
« on: October 24, 2020, 06:04:14 AM »

Hi guys, I have attached a screen of my situation.

I have just found my first NPR at all (first time in C as well in VB6), so I do not know very well what to do although I read the diplomacy part more and more times.

They are sitting just a jump point far from Sol, in Bernard star system, so the situation is quite critical although exciting.

I have a diplo ship which is classified as military, sitting in the jump point, the aliens have their diplo ship in the same location, the communication have been established, I know the name of their embassador and the relations are improving (108 at the moment).

Now, if I move to their system, they ask me to leave immediately or they will fire, but I do not want to get them upset, so I am staying on my side.

When Can I propose them commercial/alliance treaties? and how?

The other jump point to WISE got a red jump gate, what does that mean?

I know for sure that they are exploring WISE and the next system, what should I do? What are your advices to stay in peace (for the moment)?
Posted by: replicant2699
« on: October 21, 2020, 10:41:40 PM »

Quote from: Llamageddon link=topic=11975. msg141924#msg141924 date=1603117898
I've got the same scenario: Their home system, their suggest leave system next to it, my colonised, suggest leave system next to that.  So far parking my diplomatic ship in their suggest leave system is gaining plenty of diplomatic rating and they seem content to tolerate it sitting there indefinitely.

A diplo ship that is 10kt or less should give no penalty to relations because 10kt is subtracted from diplomacy ships in the calculations, afaik.  So I assume this is how we are supposed to do it.
Posted by: TheTalkingMeowth
« on: October 19, 2020, 10:05:10 AM »

Yeah, as far as I know, there is no record of what your diplomat is doing to them.

My situation is I have a diplo ship parked next to their diplo ship. Every 5 days I get an update about their diplomat increasing the rating, but that is MY attitude to THEM. The effects of my diplomat on their attitude are concealed.

Diplomacy is sort of one-sided. I can do diplomacy on you if I have a diplo ship in contact with you. That will raise your opnion of me, but I won't see any messages about it (unless you decide to set a treaty or something). Conversely if you have a diplo ship and I don't, I'll get messages about my opnion of you raising...but you won't see any such messages.
Posted by: Llamageddon
« on: October 19, 2020, 09:31:38 AM »

I've got the same scenario: Their home system, their suggest leave system next to it, my colonised, suggest leave system next to that. So far parking my diplomatic ship in their suggest leave system is gaining plenty of diplomatic rating and they seem content to tolerate it sitting there indefinitely.

An option to give diplomatic ships access to your systems but not military ships would be a good improvement. We are getting along well enough now I am tempted to remove the suggest leave status on my neighbouring system, but I am worried they will colonise bodies in that system, and others, that I plan to use eventually.

Quote
FWIW, the diplomatic rating increase that shows in the event log comes from THEIR diplomatic ship talking to you. THat's why you are getting that even without a diplomatic ship on site.

Thanks for that info, I think that was one of the main things I was misunderstanding. Does that mean if my diplomatic ship increases my diplomatic rating with them, but there isn't a diplomatic ship of theirs in the area, that I can get increases with them but won't have it reported in the event log? This is where I seem to be having trouble increasing diplomatic rating with the two other NPRs.
Posted by: TheTalkingMeowth
« on: October 19, 2020, 08:40:03 AM »

FWIW, the diplomatic rating increase that shows in the event log comes from THEIR diplomatic ship talking to you. THat's why you are getting that even without a diplomatic ship on site.

I agree that diplomacy feels a little awkward. I'm butted up against a neutralish NPR; it goes: their home system, where they demand I leave (even commercial 10,500 ton diplomatic ship, and they actually attacked the ship that translated their language right before it left the system), then a system they claim (where they suggest leave for the diplo ship), then a system I have a colony in. I finally got them to park a diplo ship on the jump point into my colony system, but how do I keep them from sending other ships into the system? If I set suggest leave or whatever, won't the diplo ship also leave? The lack of neutral territory between us seems to make this really hard.
Posted by: Tikigod
« on: October 17, 2020, 07:45:54 PM »

Can confirm passives count as detection, just found my 5th(?!) NPR, I am only ten years in and started the game with 1 NPR. These guys were detected by my new commercial engined Geosurvey class, which just has passives. Without a diplomatic ship I am already getting a diplomatic ratng increase on my events log. Do you think the previous two NPRs could be some kind of spoiler race or something, or just have very hight xenophobie? I just don't understand why I can't open diplomatic channels with them, yet they are not hostile.

Sometimes communication simply isn't possible, after a period of attempting to communicate with little positive progress your diplomats will eventually just give up and you'll see a message in the event log along the lines of "Diplomats attempting to translate the language of <Alien Race> have abandoned their efforts. They insist they are just too alien to understand".

I have never come across a non-hostile spoiler, and if they're sending territory demands then they're most definitely not traditional spoilers as those don't communicate in any way, they just exist in their system and engage anything they pick up on sensors.
Posted by: Llamageddon
« on: October 17, 2020, 02:17:33 PM »

Got an update, my Geosurvey vessel in the system those two NPRs wouldn't communicate with me in just found a jumpgate to what looks like their home system (it looks like they could be sharing a planet, I've heard it is possible). They wouldn't talk to my diplomatic ship in the other system but now I have a military engined GSV in their home system my diplomacy score is increasing... I think I am misundarsting something about how diplomacy works. I'm obviously going to take out my GSV and try with my diplomatic ship in their home system and hope it doesn't piss them off too much to have any kind of ship there. We'll see. Barring that I can sit on the other side of their jump gate and see if they are more happy to talk there when they come through.
Posted by: Froggiest1982
« on: October 17, 2020, 02:04:40 PM »

Do you think the previous two NPRs could be some kind of spoiler race or something, or just have very hight xenophobie? I just don't understand why I can't open diplomatic channels with them, yet they are not hostile.

yes, probably spoilers
Posted by: Llamageddon
« on: October 17, 2020, 11:44:27 AM »

Can confirm passives count as detection, just found my 5th(?!) NPR, I am only ten years in and started the game with 1 NPR. These guys were detected by my new commercial engined Geosurvey class, which just has passives. Without a diplomatic ship I am already getting a diplomatic ratng increase on my events log. Do you think the previous two NPRs could be some kind of spoiler race or something, or just have very hight xenophobie? I just don't understand why I can't open diplomatic channels with them, yet they are not hostile.
Posted by: Froggiest1982
« on: October 16, 2020, 11:19:46 PM »

Active size 1
EM size 1
TH size 1

are all commercial.

I think NPR go with signature reading from the engines to determine if a ship is either commercial or military, however when they detect active sensors they assume the ship has some sort of offensive capability or at least this is what I understood observing tgeir behaviour.

Maybe you notice more activity as when you activate the activevsensor your ship becomes visible from much further away therefore activating detection but as suggested already you can just activate your transponder to ensure you are seen and then engage the NPR in a close range to ensure lock.

Regarding detection itself I think an EM or TH signal should count as detection as long as it's both ways, but now I am not sure...
Posted by: Llamageddon
« on: October 16, 2020, 10:27:18 PM »

Thanks for the insight, I'll test out the size 1 sensors. I've had communications open when they are talking to my survey ships with military engines, so a diplomatic module isn't required, though perhaps it helps. From reading Steve's posts, I also assumed you needed active sensors to best engage in diplomacy. It's annoying I don't get any kind of status update on diplomacy with them in the event log. I think that has only happened when I have been next to the first's diplomatic ship. But it still feels like something isn't WAI.

Maybe these aliens just don't want to be friends. They are pouring units through a jumpgate to get destroyed by my "friendly" NPR. I'm glad he's a buffer for me. Interesting that there are two groups in one system right next to the home system of the first NPR. I'm only just into my first decade of the game.