Author Topic: It appears that it is possible to uncheckmark the generate only non-tn races  (Read 211 times)

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Offline namad

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It appears that it is possible to uncheckmark the generate only non-tn races after the game has begun.
So in my current game, I foolishly thought it was possible to generate 1 conventional NPR and then play the game for a bit, change the checkmark setting, and see new npr's generated at TN level when I went through jump points.

I was told by a few people this wouldn't work at all and these sorts of settings couldn't be changed.


So I created a test game, designed to test this.  In the test game I started with 10times everything you normally start with (30jump points in sol), and I had generate only non-tn npr's checkmarked.  I started the game.  Exited the game.  Selected the game, uncheckmarked this option.  saved the settings.  Then I began playing in an attempt to find a tn-npr, with npr discovery chance of 100%.


I grew bored of the test, so I turned spacemaster mode on, and forced an empire to appear on a 2. 0x colony cost world.  Despite having 5million tons of shipyards, they did nothing, nothing at all for ten years.  I thought this meant my test was a failure, but then I resumed exploration of jump points, and found two different npr's in a binrary system.  Before I could fly to their homeworld to attempt to confirm if they were tn or non-tn a hostile alien ship jumped into sol.  I scouted it with my sensors and found that it was about 70,000tons and had a speed of about 2000km/sec.  It never moved from the jump point though that I saw, and so in conclusion, it must have been a tn npr gatebuilding ship (at least that's what people on discord said).

I'm growing bored of further testing because there are now 5npr's with ten times normal starting size, and I can only advance time 1day at a time with short sub pulse lengths because of "possible fleet interception" messages.  It takes several minutes to pass time by even a day, so I won't be building any new ships, or flying billions of km required to get an em scan of their npr homeworld off.
 

Offline namad

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I've gotten close enough to their homeworld to detect their fleet, and they're all clearly conventional non-tn ships!

Yet the other race, who's homeworld I do not know the location of, clearly has TN ships.  Perhaps this means the original conventional npr at the start of the game created them by exploring their system?
« Last Edit: July 06, 2018, 11:39:28 PM by namad »
 

Offline namad

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This might mean the only way to get a tn race in a game with the checkmark, is for the conventional npr to spawn with a jumpgate in their system, for them to go through it, for that to spawn a tn-npr! because all the ships i've met that are tn, are from an alien race that spawned NOT when I entered a system, all of the ones I spawned myself are non-tn from what I can tell, despite me trying to make them tn.

I guess that's almost as good as it being impossible to remove the checkmark, if the only way to do so is so obscure vague and unreliable.
 

Offline namad

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nevermind nevermind.
they might be moving 10km/sec but tactical says observed speed of 3000km/sec


okay so, it does work!! hooray!!
 

Offline Erik Luken

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If by conventional, you mean non-TN, they do not ever progress to a TN status. TN races will explore and can activate new races. If you have spoilers enabled, they can also activate various spoiler races.
 

Offline namad

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By conventional I mean non-tn yes.
I'd been told, as I mentioned, that if you checkmark the generate only non-tn npr's it cannot be undone after the game has started, but this is apparently false.
Given that I created such a game, then undid the checkmark, then saved, then played around a bunch, and found some tn npr's.

The exact wording of the setting in game creation is:

Generate only non-TN races
 

Offline Garfunkel

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Yes, all the checkmark buttons can be toggled on and off during gameplay, repeatedly if you so wish to do. You just have to remember to save them before starting the game.
 

 

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