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Posted by: LoSboccacc
« on: September 06, 2012, 08:53:36 AM »

Well its irrelevant now anyways, this particular game is now unplayable due to issues with certain Taskgroups causing unending errors when I select them.     Here's to hoping 5. 7 fixes a lot of these silly game-ending bugs.     


won't bid on it.

however, you can change npr spawn rate from the starting screen. I go with 0 initial NPR and 100% spawn rate. that percentage is the percentage of a npr spawn on a colonizable planet so you must find a system with habitable world to begin with.

if you have 50%, but only one in four system has a nice colonizable planet, the real npr spawn chance is 50%*1/4
Posted by: SteelChicken
« on: September 06, 2012, 08:19:49 AM »

Well its irrelevant now anyways, this particular game is now unplayable due to issues with certain Taskgroups causing unending errors when I select them.     Here's to hoping 5. 7 fixes a lot of these silly game-ending bugs.     

Posted by: xeryon
« on: September 06, 2012, 07:08:54 AM »

A lot of the AARs are also seeded with computer controlled races or player controlled races that are being controlled intentionally as enemies.  Steve did this in a few instances to make his fiction more interesting when random generation was giving him a dull hand.
Posted by: TheDeadlyShoe
« on: September 06, 2012, 02:20:23 AM »

The boring AARs don't get posted or stop updating. Heh.

You can also add alien ruins in SM mode.

I'd dearly love the ability to manipulate spoilers, personally...
Posted by: Sotak246
« on: September 05, 2012, 08:48:30 PM »

Some times you run into a lot of people in your galaxy.  I just started a new game, explored 8 systems; 3 have precursors and 1 has an NPC with thermal/EM readings almost as big as my homeworld, talk about a busy neighborhood.
Posted by: madmarcus
« on: September 05, 2012, 07:31:57 PM »

That's actually a fairly big number for so few systems.

My first ever game had alien ruins in my first explored system and a swarm in the second. From that and reading threads and AARs I figured most games had more.
Posted by: TheDeadlyShoe
« on: September 05, 2012, 05:50:56 PM »

You can always delete your existing systems and re-explore.
Posted by: Redshirt
« on: September 05, 2012, 11:56:55 AM »

That's actually a fairly big number for so few systems.
Posted by: madmarcus
« on: September 05, 2012, 10:39:47 AM »

Thanks for asking this question because I've been wondering the same thing. Only 15 systems explored but all I've found is 3 listening outposts and 4 robotic ships. I've been roleplaying that the random jump gates that have been found indicate a need for defense but that's hard to roleplay when you never find any enemies.
Posted by: Redshirt
« on: September 05, 2012, 09:43:15 AM »

Random. You want connections, use SM mode to explore the jump points inside the system. Otherwise, the NPR will explore them for you. (Better hope one doesn't link directly to Sol... :) )
Posted by: Konisforce
« on: September 05, 2012, 09:26:44 AM »

If you SM a new system, will it be the next one you jump to no matter what?  Or does it get the random-number treatment?
Posted by: Redshirt
« on: September 05, 2012, 09:21:35 AM »

You can always generate a whole new system for the NPR- then you won't know where it links to (think dormant links.) Anyway, when you generate the NPR, their fleet and tech will be pre-built. I did this in my current game, and shortly after first contact, noted they had a lot of ships... and with some espionage, discovered they had anti-matter core engines(!) (Two tech levels above me, at least. Luckily they were friendly, as shortly after, the Invaders appeared.)

Anyway, be sure you give them enough RP that their tech will make them a challenge. No fun invading a planet where the indigenous population's throwing rocks back at your power armor.
Posted by: SteelChicken
« on: September 05, 2012, 08:55:03 AM »

Thanks for the tips.   It just seems odd that there aren't even any spoilers running around.    How can my Navy justify the extraordinary cost of refitting a 25+ year old fleet when there's no one around to use it on?    ;D

If I SM in a a NPR somewhere, do I need to leave them alone for a while so they can build up to be a significant challenge?  Any suggestions on how long to leave them alone for, how many jumps/sectors away to start them from me, etc? 
Posted by: Konisforce
« on: September 05, 2012, 08:46:43 AM »

You could always pick a world or two and SM yourself some NPRs in there.  You'd know where they are, but it'd be better than nuthin' . . .
Posted by: sloanjh
« on: September 05, 2012, 08:39:59 AM »

Yes, it's not uncommon.  The issue is that most worlds you discover will not be suitable for life (just because colony cost is 0 doesn't mean it's suitable) - the 50% is only applicable to that small percentage.

John