In 2004, almost as many people voted in American Idol than who voted for Gorge Bush. Not only that, but people, in general, are stupid. This is not the ideal environment for direct democracy.
TOV
I think these probosals are WAY to complicated. I believe that if carriers are to be implimented, they should be simply, because Stardock will not spend a lot of time to develop carriers. If they do put in carriers, they will do so reluctantly.
the suebian, Are you going to post that mod? Because I find it very interesting.
That depends on what you want. If you want non-ethical evevnt, I am afraid those are hard-coded, and cannot be added to or edited.
I think carriers would be better if the carrier only effected tiny ships in the same fleet, perhaps reducing the logistics of the tiny ship. In addition, make the carrier module really big. This way: *Carriers are not the end-all ships Stardock fears they will become *Large non-carrier ships still have a purpose because the carrier can never be as heavily armed. *Makes carries most effective in the late-game, also keeping them from being end-all ships.
a unit has an attack(=damage)-, armor(or other defense), and hitpoint value - Attacks always hits , the damage is reduced by enemy armor(or the corresponding defense value), then the remaining damage is removed from the target unit. The problem with that is that if two ships with really, REALLY high defense attack each other, the battle could go
I have added aditional attack and defense modules, making starbases more powerful. I have yet to see how it works.
Ah! I never noticed until after I installed your mod, so I just assumed... Well, thanks for the information.
The thing with the core frieghter did not show up until I ran the Bac file., if that means anything.
I love your mod, but ever since I installed, I ran into too problems. 1. Dread Lords in campaign use Human hulls 2. With the exception of the Human hulls, the core frieghter model has become a simply Human Cargo Hull for all races. The design still works, but the oieces are invisable except the hull. In addition, all races use the Human hull for the freighter. The other core designs are unefected.
I have found that the government ability makes it easier to keep the senate under your political party. But what about the others?
It would take a lot of work to make large maps. While I like the idea, if it kills my computer, I do not want it.
I have tried that, and to my suprise, none of my choices came up once! I have fixed this, however. I added all issues into the UP file in the mod folder, and now it works!
tov...just cause he said it? lame have a nice day:) You are misinterpreting me. I was being sacrastic when I said that. Of course those things are not "minor issues." I was poking fun at BakerStreet for saying that they were. In short, I was trying, in some small way, to defend you. But it all backfired horribly.
I believe that a square ideology is much more convenient than the traditional line. The technical term is the Nolan Chart, such as this: Nolan Chart Also, I found this site to be interesting: The Political Compass
"where did i say all those were minor issues? i said taxes have never been a big issue with me, but i didn't say anything about iraq, religion or abortion being minor issues. show me where i did TOV" I never said that you said they were minor issues. BakerStreet said them, in this very topic. The exact quote reads: "The minor issues you cite there are nothing compared to the huge issues core to Libertarianism that you disagree with. Believe what you want, but you
That would be nasty, assuming it works. Since I am just a new modder, a working mod is not always the case. So far, I have added a few more issues. "Ship Welfare" (everyone must decide how many ships to give to the weakest player), Free Fleet (Who gets it?), and protect starbases (three years and forever). Odly enough, I have yet to see a new UP issue come up in the UP. The United Planets only shows up one a year, so I may just be unlucky. Or, I may have to place the issues inside the main folde
I have been working on v 1.3, and everything is going well so far. I just had to change the tech file so the second starbase range tech shows as a logistics tech, nor a weapons tech. Now I will start looking at adding more united Planets issues. I do have a question: for the option of stoping a war between just two nations, how do I display both empire names properly? Do I use two [OtherEmpireName] tags? Or what do I do?
The minor issues [Sean Conners] cite I personally never new that taxation, abortion, Iraq, and religion were minor issues. I must have missed the memo.
My professor did not come up with those names. The names came strait out of the text book.
I have been looking at the modding guide, and there are some interesting things for the UP which I would like to do if I can, such as: *Something to increase a racial ability has been found...which race gets it?: value01 = AbilityType, value02 = Ability Amount *Two races at war are forced to make temporary peace *One of the major races is forced to hand over a star system to the weakest major race *Number of ships each player should give the weakest player<
I have added the new techs. In total, there are four starbase range modules. I still need to do more testing to make sure the AI researches them and uses them.
My political science class back in college actually has the best discription of politics. There are four types of political values: liberal, conservative, libertarian, and comunitarian. All voting Americans are roughly equally split among these for, although most libertarians and comunitarians are moderate enough that they do not think of themselves as libertarians or comunitarians. Replacing the traditional line, this political spectrum is a squar. On one side, there is Freedom v Order
That might work, too. Gives a little incentive to add tons of modules. However, something like that cannot be modded in.
That would make the starbase too powerful in the early game. I think it would be better if starbases can join up with a fleet. Another way is to have a docking moduale. This was meant to allow ships to dock with starbases and defend it like a planet. This was taken out, perhaps because stardock could not get it to work or balance it.