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Copied the BD for safety, changed current wealth in the Race table, saved, opened the game, checked that the new value was there, advanced 5 days, and the value was back to what it was.

Worked just fine for me to change the wealth via DB edit, for me the changed wealth value persists through both economy tick and saving + closing down Aurora and opening it again.

Did you edit the "WealthPoints" column?

Yeah, both the WealthPoints and the PreviousWealth columns. Strange... are you using v.1.13 as I am?
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C# Mechanics / Re: How a newbie is losing the war with NPR ... :)
« Last post by Entaro on Today at 10:56:57 PM »
And now you know why so many players play with multiple player races.  ;)

To be fair to the poor NPRs, Steve is making some changes in 2.0 to help the AI including adding some logic to combine their fleets before giving battle, which should at least help with the whole destroying-them-piecemeal problem that makes them so easy to kill. Still, as long as NPRs lack tactical cleverness or any ability to adapt to changing circumstances on the battlefield, they will be easy for a seasoned player to beat - or even a new player in cases like this.

Yes, now I understand :)
Although I don't really like playing "with myself".
In general, there are 2 problems with AI: the separation of fleets (and their behavior ...) and ship templates. I got the feeling that the enemy had a template from somewhere when I found it (or from the very beginning of the game) and has not changed since that time. I cannot explain otherwise such weak railguns ...

The game provides a huge number of options for waging war, from long-range missiles (as in my favorite space opera by David Weber "Honor Harrington") to clouds of fighters, but against NPR any, the most clumsy tactics will do.
Maybe there are some ways to complicate the game in terms of military operations?

I really liked the concept that you need to predict, study the enemy, adapt to his technologies (which are unknown), try to achieve maximum advantage - and in order to understand how, you need to conduct battles during which the capabilities of the enemy are revealed. But alas, the logic of NPR behavior and the templates of their ships definitely need to be improved.
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C# Mechanics / Re: How a newbie is losing the war with NPR ... :)
« Last post by nuclearslurpee on Today at 10:23:40 PM »
Hmm ... I'm somewhat disappointed with NPR. They fight completely ineffectively and use completely useless ship templates. At least my current opponent ...
It feels like the ships I'm at war with are the very ships that I discovered in his system 30 years ago. Why their accuracy is so bad is not clear, but that's not even the problem.
I have not met any of their ships with missiles, or with anti-missile missiles. Their most popular class of warships has 17 * 4 railguns and 5 armor, with 21,500 tons of tonnage, but they do not use these ships effectively - they split them into many small fleets, which I destroyed one by one. The only thing holding me back from immediately attacking their capital is the fact that I spent most of my missiles on destroying most of their fleet, but they did not even try to combine their fleet and deliver a powerful blow to me.

Why these ships do not fire back with their railguns is also absolutely not clear.
Hopefully the next enemy will be better.
I set the difficulty higher, I think to include the "intruders" ..

And now you know why so many players play with multiple player races.  ;)

To be fair to the poor NPRs, Steve is making some changes in 2.0 to help the AI including adding some logic to combine their fleets before giving battle, which should at least help with the whole destroying-them-piecemeal problem that makes them so easy to kill. Still, as long as NPRs lack tactical cleverness or any ability to adapt to changing circumstances on the battlefield, they will be easy for a seasoned player to beat - or even a new player in cases like this.
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Entaro on Today at 10:20:34 PM »
Not sure if this is a bug, given the mechanics of the game, but ...
Found that NPR was flying near my fleet with his small fleet. With an interval of an hour or 3 hours, it flies into the range of my missiles for several million km, and then immediately flies away. I don't know if this is an attempt to simulate tactics so that I spend missiles, or he simply does not see me at a distance of more than 70 million km, and cannot remember where I was just when he retreats, but ...
In general, I chose an interval of 8 hours. And after 8 hours the enemy fleet was right next to mine, which allowed me to easily destroy it. It looks like the AI ​​is processing fleet movement decisions no more often than my time frame ...? Sadly, I will have to take this feature into account and try not to use it, but the enemy fleet flying on the edge of the range of my missiles is enraging.
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C# Mechanics / Re: How a newbie is losing the war with NPR ... :)
« Last post by Entaro on Today at 10:14:59 PM »
Hmm ... I'm somewhat disappointed with NPR. They fight completely ineffectively and use completely useless ship templates. At least my current opponent ...
It feels like the ships I'm at war with are the very ships that I discovered in his system 30 years ago. Why their accuracy is so bad is not clear, but that's not even the problem.
I have not met any of their ships with missiles, or with anti-missile missiles. Their most popular class of warships has 17 * 4 railguns and 5 armor, with 21,500 tons of tonnage, but they do not use these ships effectively - they split them into many small fleets, which I destroyed one by one. The only thing holding me back from immediately attacking their capital is the fact that I spent most of my missiles on destroying most of their fleet, but they did not even try to combine their fleet and deliver a powerful blow to me.

Why these ships do not fire back with their railguns is also absolutely not clear.
Hopefully the next enemy will be better.
I set the difficulty higher, I think to include the "intruders" ..
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by Gabrote42 on Today at 07:57:38 PM »
I have always operated on the assumption that traditional minerals and anything made from them is not modeled. I see no reason to not agree with nuclearslurpee here.

Truly there is no better justification for thread necromancy.
I didn't notice I am so sorry
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Much appreciated!   ;D
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C# Suggestions / Re: Sorium as a strategic weakness
« Last post by nuclearslurpee on Today at 07:11:24 PM »
I have always operated on the assumption that traditional minerals and anything made from them is not modeled. I see no reason to not agree with nuclearslurpee here.

Truly there is no better justification for thread necromancy.
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New Cold War / Re: Cold War Comments Thread
« Last post by nuclearslurpee on Today at 07:04:24 PM »
It seemed like the Bjering had leverage. They knew (or could reasonably infer) the Mintek were in a bad economic position without the ships. To regain the ships by fighting would take time and cost money, for supplies and to repair and replace warships, even if they won.

The Bjering did not know whether or not the Mintek could actually prosecute a war against them, but given that they had recently conquered the Bedu it was reasonable to infer that the Mintek could do so if they wanted to. Compared to the cost of such a war, the turning over of many superfluous transports (and I assume outdated, but I don't know how Starfire handles these) was the least bad option and a cost the Bjering were willing to pay to preserve their fleet.

Fog of War - or perhaps Fog of Peace? - is a tricky thing. Until they cut off negotiations, the Bjering had no idea how the Mintek would respond to such a thing, and they were fortunate that the Mintek were not terribly upset when communications were stopped.
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by nuclearslurpee on Today at 07:00:11 PM »
But in this case, it is not clear why they are not "at war" with me, they have become in the orbit of my colony for a long time. Perhaps they sent this fleet there even before they "declared neutrality" and that caused the bug? Maybe they wanted to destroy my colony, but did not have time to make this decision?)

Yes. Basically they became annoyed enough at your presence in "their" territory that they decided to shoot at you, then once you were no longer in their territory they calmed down and decided the humans were not so bad. Then they got shot at, but persisted in believing that humans are not so bad for the mandatory 5 day waiting period.

Aurora is weird.  :P
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