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Posted: 2007-06-09 01:28am
by brianeyci
I think so.
Send a modify treaty element to the person who's in the same system as your colonizer. You can modify treaty elements without breaking treaties. I don't know if it takes a turn to go through or not, but it might.
If you don't have vision of the whole system you might not get the right guy. Everybody's doing non-aggression left right and center, but I don't see why it's necessary. Just avoid each other's ships, and in the case of warships target only ships with weapons (change all strategies to target ships until all their weapons are gone and if you go to war change to hit everything) and only block warp points into home turf. So you don't kill colony ships and only warships. Non-aggression opens up a whole can of worms like sneaky fucks sending in troop transports (ha) or minelayers etc.
Posted: 2007-06-09 01:56am
by Arthur_Tuxedo
If you have any sort of non-aggression treaty other than "allow colonization", it's implied that colonization is not allowed in the partner's claimed systems. Somewhat obtuse, but does make sense.
Posted: 2007-06-09 01:58am
by Covenant
Arthur_Tuxedo wrote:If you have any sort of non-aggression treaty other than "allow colonization", it's implied that colonization is not allowed in the partner's claimed systems. Somewhat obtuse, but does make sense.
It makes sense to me now, I was originally confused by it. Seems like Brian's noble and daring spacecaptain decided not to breach treaty afterall. ;D
So yes, I think several of us will be changing treaty elements. Just ask them to do it temporarily.
Posted: 2007-06-09 03:12pm
by brianeyci
For people's information I'm going to run Keevan's turn and e-mail the .plr file to you Tuxedo.
I mention only so people know that some turns me and Keevan will be the same player and to plan their scheming to account for that. I don't know how often, but it will happen, maybe a lot. We're one system away from each other so we ride together we die together.
Posted: 2007-06-09 04:06pm
by Covenant
brianeyci wrote:For people's information I'm going to run Keevan's turn and e-mail the .plr file to you Tuxedo.
I mention only so people know that some turns me and Keevan will be the same player and to plan their scheming to account for that. I don't know how often, but it will happen, maybe a lot. We're one system away from each other so we ride together we die together.
Laame!
I say it's Dogpile on Brian now, he's playing as two people!
That's heresy!
Posted: 2007-06-09 04:17pm
by brianeyci
Covenant wrote:Laame!
I say it's Dogpile on Brian now, he's playing as two people! That's heresy!
Wrong.
At least 3 people, now that I've got U235 on my payroll. Actually, me and U235 have been scheming together since the very start. We've been working on how to best RP the Federation, and he is actually the President, with final say on major policy decisions. We talk about every turn. He's my secret weapon, revealed.
Besides, that's nothing compared with the deal I have with some other players. The Federation could dominate more than 2/3rds of the galaxy, depending on how galactic events unfold. Be warned mega evil empires, the Federation has many friends and much power.
Posted: 2007-06-09 04:57pm
by Trogdor
So your great big secret is that you've been scheming with people behind the scenes? You had me worried there for a while.
Now if you'll excuse me, I have an axis of evil to create. Have to oppose your alleged power bloc somehow.

Posted: 2007-06-09 05:06pm
by Arthur_Tuxedo
I'm not too worried about early rushes, even from more than one opponent. It would take a pretty impressive fleet to get through 100 mines and 100 sats with CSM I or APB I with early game technology. Even a fraction of that is pretty much an insurmountable defense.
Posted: 2007-06-09 10:54pm
by brianeyci
Give me half an hour to do Keevan's turn Arthur, just finished watching Druids. Thanks.
EDIT: Fin, churn away.
Posted: 2007-06-10 12:58am
by Arthur_Tuxedo
I wish people wouldn't ride the cutoff so closely. Tonight I was watching a movie at 9, but otherwise at least one person would have been left out, and at least 2 others submitted with only minutes to spare. I won't be redoing any turns because someone got his turn in 30 seconds before the timer but I had already churned it. Maybe I should start randomly varying the time I churn by a few hours. Then people will just do it the day before, and we'll all be happier. Takes the same amount of time to do a turn 24 hours and 30 minutes before it's due than 30 minutes before, after all.
Posted: 2007-06-10 01:12am
by brianeyci
A deadline's a deadline. Some people want to play SEV once every two days and have to plan their schedule around it. It gives stability to play at the same time every two days. Eventually, that time ends up being the turn churn time because the 48 hours catches up. Put it another way, if a person plays at 9:00 PM every single day, eventually the turn automatically would churn at 9:01. If it was manual, you'd just end up churning at 9:02 every single day.
That's not me though. I can play whenever. But I'm a procrastinator too. All I have to say is if it's too late, maybe move it back a couple hours. But I would try and make it the same time every two days, even if it was a couple hours early. I would love playing every single day, but I know some people can't do that, like Brad, Keevan, etc.
Posted: 2007-06-10 01:26am
by Arthur_Tuxedo
All I'm saying is that if a person wants to take a turn every 2 days, that's great, but it's just as easy to submit the turn every other day on the days before they're due. There's just no reason to submit a turn with 5 minutes to spare (or submit it 2 minutes late as one person did).
Posted: 2007-06-10 01:32am
by brianeyci
That wouldn't work. You would just churn early, and then eventually it would happen the same day, at best a few hours before, at worst the turn timer actually goes back to that time (if it was autoexecute...)
Or is there something I'm missing?
But I get what you're saying, last second is kind of lame, doesn't work in real life doesn't work in games either. I'll try to do it faster

Posted: 2007-06-10 01:40am
by Arthur_Tuxedo
Having thought about it, I agree that randomly changing the churn time is a bad idea. I just want to encourage people not to wait until the last minute. If it's just one person doing it, then they'll eventually get burned and hopefully learn their lesson. But it's been multiple people, and I don't want it to get to where we're churning a turn without someone's .plr file every time. An advantage of auto execution is that people know a computer won't wait for them, and that's a motivator, whereas manual churning doesn't have that.
Posted: 2007-06-10 02:44am
by Alan Bolte
BM 1.08 is up. Download for this turn?
Posted: 2007-06-10 06:25am
by Nephtys
We don't need to immediately update you know. It may bug with out game mid-turn if only half the people do it.
Also, check the changelog and see what differences it's making. If it's something weird like fixing repulsor beams, we can wait a little.
Posted: 2007-06-10 06:56am
by Luke Starkiller
Changelog wrote:
Version 1.08 (09 June 2007)
---------------------------
1. Changed - All weapons now have intervals for damage amounts
2. Changed - Made lots of overall damage/range/cost changes to weapons
3. Changed - Gamma Pulse Torpedoes damage type to Skips All Shields
4. Fixed - Seeker description for Power Lamprey was not being displayed
5. Fixed - Error in Plague Bomb description
6. Changed - Increased cost of Crystalline and Organic racial traits to 2000 points
7. Changed - Increased tech area cost for racial trait technologies
8. Changed - Decreased Neural Combat Net to 10kT
9. Changed - Increased cloak level of Stealth Totems
10. Changed - Reduced Holy War Totem to 5 levels and reduced size to 10kT
11. Changed - Reduced size of Vengeance Totem to 20kT
12. Changed - Increased tech area cost for Religious Technology
13. Changed - Decreased cost of Psychic Scanner and added regular scanning ability to it
14. Changed - Updated Homeworld starting facilities for a max tech start
15. Fixed - Alloy Burner Missile was not using ordnance
16. Changed - Reduced experience points required to achieve experience levels and receive attack and defense bonuses
17. Added - New images for Small Supply Storage, Small Ordnance Storage, and Small Ordnance Vat
18. Changed - Slight increase to ruins tech area costs
19. Changed - Reduced experience rates for Psychic Fleet Training and Psychic Ship Training facilities
20. Changed - AI fleets when waiting for ships to join will occupy warp points to enemies if they have enough ships to be active
21. Changed - AI will favor facility construction when maintenance costs are high
22. Changed - AI Carriers will leave fleets to re-load Fighters if they have none
23. Changed - Narrowed AI's choice of warp points to drop mines and satellites
24. Fixed - AI would not always build a Spaceport right away if required
25. Updated - AI Scripts
The first few in particular would affect our game, depending on how drastic the changes are.
Posted: 2007-06-10 09:09am
by Arthur_Tuxedo
We're forced to upgrade right away for new versions of SE V because of Steam, but not so for Balance Mod. There's no reason to upgrade the very same turn a new version comes out. Better to run one turn with the current version and then everyone upgrade, so that nobody has to redo a turn. Also, that way I can churn with the new version and make sure it doesn't break the save.
Posted: 2007-06-10 10:33am
by brianeyci
I wish I had taken one of the religious, psychic, temporal or organic races.
It's too bad not more people took that shit. RP game after all, so there's tons of time to develop unique tech.
1.08 sounds like a massive change, especially since it tweaks damage, range, cost, all the fundamentals. What I'm looking forward to is security stations getting halved and being double the strength of boarding parties, since right now crew quarters are better than security stations. I'm also looking forward to stronger point-defense, especially for point-defense blaster.
Increasing the cost of organic and crystalline to 2000 racial points sounds like a good idea. Those are broken enough already, giving a seeker, a beam and a ripper for a mere 30k when everybody else has to research missiles and beams separately.
Posted: 2007-06-10 12:08pm
by Kingside_Bishop
A new balance mod, eh...?
6. Changed - Increased cost of Crystalline and Organic racial traits to 2000 points
7. Changed - Increased tech area cost for racial trait technologies
"Woo-hoo!" and "D'oh!", respectivelly.
Anyway, I look forward to seeing the various tweaks made by Kwok. It sounds like a pretty major upgrade.
Posted: 2007-06-11 11:33pm
by ColonialAdmiral
Sorry guys, I've been on a trip. I just uploaded my turn. Did it make it in?
Posted: 2007-06-11 11:39pm
by Covenant
ColonialAdmiral wrote:Sorry guys, I've been on a trip. I just uploaded my turn. Did it make it in?
Turn hasn't been rolled yet, from what I can tell, so I think you're still good.
Posted: 2007-06-12 12:18am
by Arthur_Tuxedo
Next turn will be run with Balance Mod v1.08, please upgrade your versions before submitting the turn. Make sure to keep a backup of 1.07 in case the save FUBAR's.
Posted: 2007-06-12 03:51am
by Nephtys
We need to stop patching all the time.
I'm currently building some other race's garbage-scow right now. According to it, on every one of my yards previously producing one particular class of my ships.
Edit: Thankfully, I only found 2 of the ships on my queues, for second-priority yards. No homeworld yards, etc.
Well. Weird. I think it even glitched at what the 'unknown' ship was for, unless someone has a ship with like 10 storages, 7 sensors and 1 PD gun...
Posted: 2007-06-12 06:18am
by GuppyShark
You're having better luck than I'm having. SEV crashes when I load the turn.
I didn't back up, so I'm currently redownloading everyone's shipsets.
EDIT: No dice. It's trying to access D:\something. The game is on C.