Posted by: namad
« on: July 06, 2018, 09:53:11 PM »
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.