Search found 119 matches
- Sat Mar 23, 2013 7:01 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
- Sat Mar 23, 2013 6:01 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
- Fri Mar 22, 2013 7:01 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
All that is much simpler explained in reverse: A weapon with ESD just hits to structure directly all amount of damage, which left after shield reduction. And, if there is any armor left - the same amount of damage will be added to armor too. :) About x-1 for even/odd numbers (don't remember :)), it ...
- Sun Mar 17, 2013 9:00 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
- Sun Mar 17, 2013 8:56 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
The game surely uses only one random generation function all over the code, the question is about which formula is attached to produced random number for each particular event. For example, for artemis specifically it could be: number of mines to hit = 3 + random (0-1) * 40 (linear) number of mines ...
- Sat Mar 16, 2013 8:47 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
- Sat Mar 16, 2013 5:48 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
- Tue Mar 12, 2013 3:40 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
Thanks for explanation Semmel, i never thought about that deep enough. Then it was probably a big luck all the time. Now i for sure will just sell biospheres and will breathe with confidence. --- The crash occurs on emergence of 43d pop. But its difficult to keep attention to all your planets monito...
- Sun Mar 10, 2013 6:14 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
Good advice about array. It is interesting then, why i had no crashes for hundreds of games? It couldn't be a coincidence of such a scale. Maybe there is no hardcoded limit for planet pop size, but there is only a problem in procedure of birth of new pop only? I remember there was some old bug with ...
- Fri Mar 08, 2013 3:43 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
To ensure it doesn't happen I recommend to keep max pop at 42 (don't build biosphere at huge gaia planets with advanced city planning technology researched). This is superfluous. Since VDC ~13 or so, i never ever had a crash once i put 43th+44th pop manually from neighbour planet and left it there....
- Thu Mar 07, 2013 12:14 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
It is ingame bug, because 42 is hardcoded somewhere as the maximum pop for a planet, while in VDC all planets have +2 pop limits. There are two simple solutions: 1) sell biospheres at 42 planet, so it wouldn't be 44; 2) once 44 planet reached 42 - put/transport two more folks (43 and 44) manually fr...
- Tue Mar 05, 2013 8:20 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
But the time is not wasted for nothing, that is the essence of the idea. :) You already have extra pop, because first you will house each planet to next +1 pop and only then switch to accumulation of prod for RLs, and many races needs early freither(s) as well. Planets, which already got +1 will jus...
- Tue Mar 05, 2013 6:21 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
Irakly, i just wanted to put some fog for intrigue, to encourage Semmel to find at least something by his own. Didn't worked though. :) I simply meant the bonuses, which AF gives, when you are waiting for tech advance. For example, if you are going for RL first and then for AF, been at ~25%+ of brea...
- Tue Mar 05, 2013 4:49 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
Semmel, none offense taken - i was joking all the time, because it is too boring to speak about game basics once again. I hope you got enough insights here to boost your play, and i am apologizing in advance, if i told something abusive accidentally. It is legit way of course, stipulated by game mec...
- Mon Mar 04, 2013 3:04 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5021897
I have to bomb them until 1 pop and then invade, which renders them quite useless. So in order to use the conquered colonies, I use telepathic. You may build several transports and take whole planet without bombarding, but you will not get conquered pops of course. Anyway, blitzing should be better...