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Posted by: sloanjh
« on: December 18, 2012, 09:47:46 PM »

I think Steve fixed the mineral problem with the difficulty.  Basically, the difficulty would multiply the NPR population size by an additional factor.  Before the fix, it wouldn't adjust the NPR HW minerals, though, so the NPR would hit the mineral crash faster.  Like I said, I think Steve now multiplies the start minerals by the difficulty as well, but I'm not 100% sure.

John
Posted by: orfeusz
« on: December 18, 2012, 01:13:32 PM »

.. in the game set up menu where there is an NPR difficulty percentage. Just put in a number more than 100.


Doesn't it make oposite effect? IIRC some kind of mineral shortage?
Posted by: chrislocke2000
« on: December 18, 2012, 07:04:33 AM »

I think selecting meritocracy as the government type also makes sure you get a well advanced NPR. You can also bump up their difficulty by giving them comparatively more resources etc in the game set up menu where there is an NPR difficulty percentage. Just put in a number more than 100.
Posted by: Icecoon
« on: December 18, 2012, 03:38:06 AM »

If you want to be sure you can also SM them in trough the system view window. Of course you will then know where they will be.
Posted by: Erik L
« on: December 17, 2012, 01:52:15 PM »

So there's this button that creates a new NPR.  I push it any time I decide that one of the currently existing NPRs is no longer any kind of threat.  I aim to keep at least two viable NPRs going at any given time.

When I create a new NPR in that way, what kind of tech do they start with?  I like to imagine that I'm creating NPRs that can put up a respectable fight, and maybe even beat me if I botch it badly or they catch a few breaks.  If they start with early-game tech, I'll need to re-think this practice.

They are supposed to start with RP/Tech comparable to the amount of time passed in game.
Posted by: Jumpp
« on: December 17, 2012, 12:57:29 PM »

So there's this button that creates a new NPR.  I push it any time I decide that one of the currently existing NPRs is no longer any kind of threat.  I aim to keep at least two viable NPRs going at any given time.

When I create a new NPR in that way, what kind of tech do they start with?  I like to imagine that I'm creating NPRs that can put up a respectable fight, and maybe even beat me if I botch it badly or they catch a few breaks.  If they start with early-game tech, I'll need to re-think this practice.