Topic: Fed Conquest campain and the klings  (Read 3130 times)

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MarianoDT

  • Guest
Fed Conquest campain and the klings
« on: February 05, 2003, 11:37:56 am »
Every time iīve started a fed conquest campaing i have the klingons as friendly allied.
Is there any way to change that.? or, is it any way to make other race become your allied.?

It is very anoying having an empire in a conquest campaing that actually you canīt conquer.

Please, help.

Thanks.  

MrCue

  • Guest
Re: Fed Conquest campain and the klings
« Reply #1 on: February 05, 2003, 12:58:10 pm »
open up "\MetaAssets\ServerProfiles\SinglePlayer MetaMap.gf

Find this
Code:
 
[PoliticalTension/StartingTensions/Federation]
Federation=0
Klingon=145
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800

[PoliticalTension/StartingTensions/Klingon]
Federation=145
Klingon=0
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800



and replace with something like this  
 Code:
[PoliticalTension/StartingTensions/Federation]
Federation=0
Klingon=1000
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800

[PoliticalTension/StartingTensions/Klingon]
Federation=1000
Klingon=0
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800  



Changing the nembers makes the Race Allied or not. Just be carefull not to Put anything but "0" yes thats "ZERO" next to the same race as the section, not sure what number makes them turn against you but i use "1000".

Hope this helps

Jackal99

  • Guest
Re: Fed Conquest campain and the klings
« Reply #2 on: February 05, 2003, 01:11:41 pm »
100 = "trusted ally"
150 = "ally"
800 = "enemy"
1000 = "mortal enemy"

setting this number to anything between 150 and 700 DOES NOT set them as hostiles, they still wish to join your fleet...

under Fed Tensions the setting Fed=0 simply means Feds love the Fed    
« Last Edit: December 31, 1969, 06:00:00 pm by Jackal99 »

Aenigma

  • Guest
Re: Fed Conquest campain and the klings
« Reply #3 on: February 05, 2003, 01:18:57 pm »
Quote:

 Species8472=1000
Cardassian=800




LOL I see Taldren once wanted both the Cardassians and Species 8472 in. They forgot the clean up the evidence though    

quarterwit

  • Guest
Re: Fed Conquest campain and the klings
« Reply #4 on: February 05, 2003, 01:23:36 pm »
How can we increase the number of AI ships in conquest mode?  I seem to clean out the conquest maps fairly quickly, and then I can wander around enemy space for days looking for ships to engage.  It's quite absurd -- I like the fact that engagements are supposed to correspond to encounters with actual AI ships (that don't just appear for you to engage when you enter a hex), but even when I increase the numbers corresponding to number of AI ships the maps are mostly empty.

Jackal99

  • Guest
Re: Fed Conquest campain and the klings
« Reply #5 on: February 05, 2003, 01:28:37 pm »
in the AI.gf file ("\MetaAssets\ServerProfiles\SinglePlayer) you will find the following entry:

TargetPopulationToEconomicRatio      = 0.040      //  This is the ratio of AI ships to current economy of an empire

set this to   =0.6   and your map will be pretty populated  

you will also want to change this entry (same file)

MaxAIsToCreatePerTurn         = 25              // The higher, the more ships will be produced per turn
« Last Edit: February 05, 2003, 01:33:03 pm by Jackal99 »

MarianoDT

  • Guest
Re: Fed Conquest campain and the klings
« Reply #6 on: February 05, 2003, 01:48:27 pm »
Hey men, thank you all very much. That was very helpful.
I am new at this game and it is good to see that there are a lot people who really want to help you.
I canīt wait to play on Dynaverse.

   

MrCue

  • Guest
Re: Fed Conquest campain and the klings
« Reply #7 on: February 05, 2003, 03:27:02 pm »
actuly, the turn server doesnt work (yet), it will be fixed in the patch. Once you do a misson no more AI will be created and no new ships will be in the yard

Jackal99

  • Guest
Re: Fed Conquest campain and the klings
« Reply #8 on: February 05, 2003, 06:06:06 pm »
thatīs not correct...

in conquest you CAN do missions and fly around joining battles as much as you like. the "stardate bug" is causing the following problem.
When you save a conquest campaign then quit to the main menu or leave the game and later you load THAT savegame to continue your campaign THEN the stardate stops moving... it is simply stuck.

 

MarianoDT

  • Guest
Fed Conquest campain and the klings
« Reply #9 on: February 05, 2003, 11:37:56 am »
Every time iīve started a fed conquest campaing i have the klingons as friendly allied.
Is there any way to change that.? or, is it any way to make other race become your allied.?

It is very anoying having an empire in a conquest campaing that actually you canīt conquer.

Please, help.

Thanks.  

MrCue

  • Guest
Re: Fed Conquest campain and the klings
« Reply #10 on: February 05, 2003, 12:58:10 pm »
open up "\MetaAssets\ServerProfiles\SinglePlayer MetaMap.gf

Find this
Code:
 
[PoliticalTension/StartingTensions/Federation]
Federation=0
Klingon=145
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800

[PoliticalTension/StartingTensions/Klingon]
Federation=145
Klingon=0
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800



and replace with something like this  
 Code:
[PoliticalTension/StartingTensions/Federation]
Federation=0
Klingon=1000
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800

[PoliticalTension/StartingTensions/Klingon]
Federation=1000
Klingon=0
Romulan=800
Borg=1000
Species8472=1000
Cardassian=800
Ferengi=200
Rakellian=1000
Pirate=1000
Neutral=800  



Changing the nembers makes the Race Allied or not. Just be carefull not to Put anything but "0" yes thats "ZERO" next to the same race as the section, not sure what number makes them turn against you but i use "1000".

Hope this helps

Jackal99

  • Guest
Re: Fed Conquest campain and the klings
« Reply #11 on: February 05, 2003, 01:11:41 pm »
100 = "trusted ally"
150 = "ally"
800 = "enemy"
1000 = "mortal enemy"

setting this number to anything between 150 and 700 DOES NOT set them as hostiles, they still wish to join your fleet...

under Fed Tensions the setting Fed=0 simply means Feds love the Fed    
« Last Edit: December 31, 1969, 06:00:00 pm by Jackal99 »

Aenigma

  • Guest
Re: Fed Conquest campain and the klings
« Reply #12 on: February 05, 2003, 01:18:57 pm »
Quote:

 Species8472=1000
Cardassian=800




LOL I see Taldren once wanted both the Cardassians and Species 8472 in. They forgot the clean up the evidence though    

quarterwit

  • Guest
Re: Fed Conquest campain and the klings
« Reply #13 on: February 05, 2003, 01:23:36 pm »
How can we increase the number of AI ships in conquest mode?  I seem to clean out the conquest maps fairly quickly, and then I can wander around enemy space for days looking for ships to engage.  It's quite absurd -- I like the fact that engagements are supposed to correspond to encounters with actual AI ships (that don't just appear for you to engage when you enter a hex), but even when I increase the numbers corresponding to number of AI ships the maps are mostly empty.

Jackal99

  • Guest
Re: Fed Conquest campain and the klings
« Reply #14 on: February 05, 2003, 01:28:37 pm »
in the AI.gf file ("\MetaAssets\ServerProfiles\SinglePlayer) you will find the following entry:

TargetPopulationToEconomicRatio      = 0.040      //  This is the ratio of AI ships to current economy of an empire

set this to   =0.6   and your map will be pretty populated  

you will also want to change this entry (same file)

MaxAIsToCreatePerTurn         = 25              // The higher, the more ships will be produced per turn
« Last Edit: February 05, 2003, 01:33:03 pm by Jackal99 »

MarianoDT

  • Guest
Re: Fed Conquest campain and the klings
« Reply #15 on: February 05, 2003, 01:48:27 pm »
Hey men, thank you all very much. That was very helpful.
I am new at this game and it is good to see that there are a lot people who really want to help you.
I canīt wait to play on Dynaverse.

   

MrCue

  • Guest
Re: Fed Conquest campain and the klings
« Reply #16 on: February 05, 2003, 03:27:02 pm »
actuly, the turn server doesnt work (yet), it will be fixed in the patch. Once you do a misson no more AI will be created and no new ships will be in the yard

Jackal99

  • Guest
Re: Fed Conquest campain and the klings
« Reply #17 on: February 05, 2003, 06:06:06 pm »
thatīs not correct...

in conquest you CAN do missions and fly around joining battles as much as you like. the "stardate bug" is causing the following problem.
When you save a conquest campaign then quit to the main menu or leave the game and later you load THAT savegame to continue your campaign THEN the stardate stops moving... it is simply stuck.