Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Bar » Unofficial patch...
Re: Unofficial patch... Tue, 07 March 2006 09:33 Go to previous messageGo to next message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
PricklyPea wrote on Tue, 07 March 2006 06:32

A previous incarnation of my mod had CA with 50% terraform cost. With TT that equates to 35 res and is more or less the same as insta-forming.

Is saying '35 res is more or less the same as instaforming' looking at a playtest or guessing?

I don't have the mod to play with, but looking at some numbers:

When I colonize a planet, I normally dump about 50K pop on it (usually a little less, but say 50K for argument). If I grab a -10% yellow, that's going to take about 10 years to terraform it to a green (against 20 years for a non-CA), or 7 years for a TT-CA. That's just to green, not to fully terraformed. After it gets to green the pop will start growing and the terraforming rate will speed up. This is several years of no factories, mines, defenses or ships being built. Alternatively, build some factories first (which I'd do for a yellow this deep), and you've still got a fairly long time to get such a planet productive.

OA's _could_ help this dramatically, but they've got to be built (expensive at the start of the game when the ramp up is most useful), moved around (again, engines at the start of the game aren't always great), are very vulnerable (right through the game, not just at the start), and lots of micromanagement. If you want to use OAs for most terraforming, that's an extra colonization expense, and a lot of effort every time a new terraforming tech is reached (unless you leave an OA at each planet).

All this removes the main current CA advantage of 'dump some colonists on a planet that can be made green, and whoosh - instantly productive).

This suggests to me that a 50% terraforming cost for CA is quite weak enough until demonstrated otherwise. Remember this was the CA that was considered too weak and improved (although without sufficient time to see how weak it really was).

it would be interesting if someone could testbed an instaforming CA vs. a 50% terraforming cost CA vs. a roughly similar JOAT.

Let's weaken the CA, not gut it.


[Updated on: Wed, 08 March 2006 00:17]

Report message to a moderator

Re: Unofficial patch... Tue, 07 March 2006 20:26 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I agree with the Madman; instaforming means that colonists produce resources ANYWHERE they are dumped, right away. Delay that by even a few years (cheap terr instead), and they become more in line with the other races.

Some one said something about not reducing the flavor of races; if terraforming costs 70 resources for CA and OAs become too expensive, then they become a sort of inferior TT; flavorless. Sad



-Peter, Lord of the Big Furry Things

Report message to a moderator

Re: Unofficial patch... Fri, 10 March 2006 13:56 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
Ptolemy wrote on Fri, 03 March 2006 23:31

The solutions I have proposed are based on the simple facts that the the original code is not available to us in the player community. However, Prickly Pear has dissected some of the actual program and was able to turn the instaforming off.

Adjusting it to provide one click per turn would certainly be a major original code change but, changing the starting point values of races apparently is fairly easy.

Ptolemy



Changing CA to provide one click per turn should be trivial - adjust the 10% chance of a permanent change to a 100% chance. Replacing instaforming with this should get pretty close to balance by itself. Hard to say if they should be weakened a little more or strengthened a little bit from this point, but testing should reveal that pretty quick. This lets CAs avoid the MM of terraforming if they want to, or pay for some to ramp up a bit faster. As I see it, the biggest strength of this change would be much faster conversion of reds into greens compared to other races.

Edit: Admittedly this isn't quite the same as regular terraforming since it involves a permanent change, but I'm not sure that's a problem.


[Updated on: Fri, 10 March 2006 14:07]

Report message to a moderator

Re: Unofficial patch... Fri, 10 March 2006 18:43 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Marduk wrote on Sat, 11 March 2006 07:56

Changing CA to provide one click per turn should be trivial - adjust the 10% chance of a permanent change to a 100% chance. Replacing instaforming with this should get pretty close to balance by itself. Hard to say if they should be weakened a little more or strengthened a little bit from this point, but testing should reveal that pretty quick. This lets CAs avoid the MM of terraforming if they want to, or pay for some to ramp up a bit faster. As I see it, the biggest strength of this change would be much faster conversion of reds into greens compared to other races.

Edit: Admittedly this isn't quite the same as regular terraforming since it involves a permanent change, but I'm not sure that's a problem.


I suspect the effecet if this will be to give CA effectively unlimited terraforming, since the "original" value is changed with the permanant change.

Report message to a moderator

Re: Unofficial patch... Fri, 10 March 2006 21:52 Go to previous messageGo to next message
c64k

 
Petty Officer 3rd Class

Messages: 42
Registered: March 2006
Location: .us
gible wrote on Fri, 10 March 2006 18:43

I suspect the effecet if this will be to give CA effectively unlimited terraforming, since the "original" value is changed with the permanant change.

The perma-change happens fairly infrequently. And the change, when it does happen, is miniscule. In my experience, games never last long enough for perma-change to have any sort of noticible effect.

Report message to a moderator

Re: Unofficial patch... Fri, 10 March 2006 22:31 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
gible wrote on Fri, 10 March 2006 18:43

Marduk wrote on Sat, 11 March 2006 07:56

Changing CA to provide one click per turn should be trivial - adjust the 10% chance of a permanent change to a 100% chance.

Edit: Admittedly this isn't quite the same as regular terraforming since it involves a permanent change, but I'm not sure that's a problem.


I suspect the effecet if this will be to give CA effectively unlimited terraforming, since the "original" value is changed with the permanant change.


Okay, it's a problem. Unless the 'permanent' hab change could be altered to a standard hab change. Might be trivial, or might be completely impractical.

Report message to a moderator

Re: Unofficial patch... Fri, 10 March 2006 23:57 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
I see final goal as a patch people will accept that is better. I see final question as "do you want to switch to this unofficial patch version?" months from now after testing/tinkering. If we get large majority to aggree we likely can switch, "where there is a will there is a way".

From that perspective, if you look at the first poll and comments after there are some (perhaps half) who are attached to instaforming. A patch that loses instaforming may seem inferior to them. A patch that still has instaforming but otherwise balances CA is likely to be seen as superior (to our current version) even by those who hate instaforming.

The logic behind instaforming lovers seems to be it makes the races more different/more replay value, less boring, and less micromanagement.

IMO it is easiest to get majority to accept instaforming + somewhat more expensive OA + resource wizard penalty, based on comments and votes in this thread.

...

PP (Packet Physics) PRT... I see giving race wizard more points as easiest solution to make this race more common. Any good alternatives we can hack into current exe?

Report message to a moderator

Re: Unofficial patch... Sat, 11 March 2006 00:33 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Those changes probably wouldn't balance CA out very much. I'd still ban the PRT from most of my games. As I see CA, it is a race that is supposed to be able to tinker with planet environments - hence the OA. I don't see that 2500 people landing on a planet can instantly terraform the entire planet. Instaforming doesn't even make sense since the CA doesn't actually ever need to build an OA. Take the instaforming away and now the CA needs his OA's.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

Report message to a moderator

Re: Unofficial patch... Sat, 11 March 2006 01:17 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

wouldn't balance CA out very much

IMO that is like saying AR needs mineral fountain reduced or it never will be balanced (because mineral fountain like instaforming can be so powerful). We haven't said how much to reduce race wizard yet. Can you honestly tell me that CA will be superior even if its race wizard loses 2000 points? Obviously there must be some level of race wizard points that would "balance CA", though I'm not sure we can agree on it.

I personally don't care that much one way or the other, am interested in finding some combo that majority will accept. Either way (instaform race wizard penalized or no instaform) I see an interesting but different race.


[Updated on: Sat, 11 March 2006 01:24]

Report message to a moderator

Re: Unofficial patch... Sat, 11 March 2006 02:01 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Finding the right cost for the PRT (or any of the others for that matter) is an excercise that simply requires testing. By adjusting the cost of PRT's we can create a much more balanced game where any given race is equal to any other. Races like JOAT, CA should start in the negative like the IT does. SD shouldn't be getting quite such a boost whereas WM and probably PP should be (or PP starting at 0).

Testing is easy enough by simply running 50 year tests with max minerals turned on. Each race should be able to reach a maximum resource ccount that is quite equal to all the other races. It is useless to have a race capable of 50k by year 50 whereas another PRT is only capable of 22k given identical circumstances.

Ptolemy


Ptolemy




[Updated on: Sat, 11 March 2006 02:02]





Though we often ask how and why, we must also do to get the answers to the questions.

Report message to a moderator

Re: Unofficial patch... Sat, 11 March 2006 02:11 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
I see a problem with that view. If all races are economically equal, those races that have non-econimic toys will rule. CAīs toys and advantages are economic: getting more population and resources than the other PRTs. I donīsee the sense in giving a race an advantage and immediately removing it by other means, it would be just as effective to remove all special things from the race and make it a "jack of no trades"

Report message to a moderator

Re: Unofficial patch... Sat, 11 March 2006 18:36 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
OA is actually quite fine military toy and ... one of the best diplomacy toys. Still i am against to make it way worse. The game is not boring exactly because of all these toys and abilities. Nod 2 last times i saw CA in game were long ago ... in one the CA was killed by nearby fast growth HE in other by two nearby WMs.

Having somewhat smaller cap between economic mights of different PRTs is good idea in general. Very Happy That can be adjusted with RW PRT cost changes. Nod The only danger is to change too lot and to turn it upside down so PP is better monster than CA. Confused

If possible then some LRT cost changes are maybe considerable too? My views:
IFE - would often pay 10 points more for it
TT - usually too expensive for others but CA but it seems to be calculated
ARM - would substract at least 10 points to make it worth considering
ISB - OK for these points more or less
GR - would like to get ~20 points more from it
UR - would consider it if it costed ~20 points less
MA - maybe if it costed 30 points less or gave access to some unique gadget
NRSE - would probably take even for 10 points less
CE - lot more pain than NAS so ~20 points more would be fair
OBRM - really gives at least 20 points more than should
NAS - gives lot of points but i still often play without it. 10 points less would be OK
LSP - gives OK points more or less
BET - not sure if i took it if it gave 30 points more
RS - its too cheap or even gives points i always have it


[Updated on: Sat, 11 March 2006 18:38]

Report message to a moderator

Re: Unofficial patch... Sat, 11 March 2006 19:32 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Balancing is not about "Man I hate it when whatever runs me over." (As a person, who's actually managed to make a game that actually IS mathmatically perfectly balanced, in all ways.) The way to balance an anything, is to equally and objectively evaluate how the thing behaves both AS the thing and the things it's effecting. Otherwise you end up with an imbalance... And then the cries "OH NO! Now it's TOO WEAK!" And that's the comment from the user's perspective. My advice as to how to fix CA, is to simply REDO EVERY PRT's points...

Rebalance them all to a new balance. That both revitalizes the game, AND allows you to *Ahem*, objectively predetermine a new function/role/playable nature of each PRT for everyone. So CA might still be strong, pfft! Who cares, if all PRT's are equal? (I think WM's too weak, so if your going to lower strength then I'd suggest also upgrading weakness.) That's what balancing really is anyway..

On the other hand, reality's unbalanced anyway so imbalance is realistic, therefore balance is unrealstic, but makes nice games. So as far as that goes, why not make a new PRT stronger... Like make PP the big bad boy, change it's % chance change on it's packets (I always thought it took too much ore to remote terraform a world with PP anyway.) Or make up for some of AR's short comings, say... Allow them to pop drop maybe, or loose less in transport, or heck, just reverse their pop loss in transport (I mean IS and SD both share Speed Mines afterall). Or perhaps even better, just give them JUMPGATES! That'd chance the spice of the whole game right there. (They are alternate reality anway so why not?) That right there will alter a whole bunch of stuff! Or adjust HE, or IS, or whatever...

Or perhaps, we should make some tweaks to the 11th PRT... The Mystery Trader... Have him hand out a few other things... Like other PRT's toys or something... (Maybe a ship capturing thing [ha ha, yeah right!] oh well so much for that little wish Very Happy .) It's a thought anyway.

Basically I'm just saying, take the whole group of PRT's, and renormalize them. If you want to make things kinda realistic, shift the balance somewhere else, or to make it unrealistic but less complainable (which seems the goal here). Create a whole new normal for the game and shift all the PRT's short comings and such that they create what Stars already has, which is a complex series of rock paper scissors circles.. IT is opposite HE (stargates), HE is opposite AR (Population extremes), IS is opposite AR (pop transport), IS is opposite SS (anti/cloaking), WM opposite SD (mines), etc...



[Updated on: Sat, 11 March 2006 19:48]




Rule 1: "Pillage, THEN burn!"

Report message to a moderator

Re: Unofficial patch... Sun, 12 March 2006 13:27 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
That's a very interesting idea.

However, it sounds like it's also a different game. Perhaps I'm misunderstanding, but I thought the goal was to make a balanced game that is changed from Stars as little as possible.

Report message to a moderator

Re: Unofficial patch... Sun, 12 March 2006 20:05 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Fair point, but I'm just saying that balance is about raising the weak and lowering the strong... I mean or else your just not being fair and balance is about fairness. Isn't it? (Also I just wanted to make an excuse to have a race with native jumpgates Very Happy )

Degrade CA's terraforming a bit, upgrade PP's a bit? I mean it's REALLY expensive on ore to remote adjust a planet with PP, and really simple with CA... <Thinking> CA.. CA... CA... Everyone talks about them.. I want to see what happens if WM or PP (which I think are the two least common/weak/least winable races) get boosted instead. What if we kept the strong as is, and just picked up the weaker races instead a bit? Make PP and WM more winable? Lowering CA or IS or JOAT I don't think will do that.. I think it'll just make the game more frustrating in someways for those races to be played. You get more winable race variety and ease some player stress on playing the lower end races.

I might also add, that this isn't the first game community I've seen where the players who've been upset decide that "balancing" is roughly translated into "Please make the game harder to play." I really don't know why that happens. (Changing the game as little as possible is also somehow a common delusional attitude. Because when you get down to it. You don't really want that anyway.) The last community I saw this in, had source code access to their game and they... Argued about balancing until the day the game community tore itself apart and died. So PLEASE, BE OBJECTIVE and think about balance as a set of scales not a pair of handguns to shoot the knee caps off your least favorite opponents.
2 Guns Fire bounce


[Updated on: Sun, 12 March 2006 20:20]




Rule 1: "Pillage, THEN burn!"

Report message to a moderator

Re: Unofficial patch... Sun, 12 March 2006 21:15 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Captain Maim wrote on Mon, 13 March 2006 03:05

What if we kept the strong as is, and just picked up the weaker races instead a bit?

If to do like you suggested then i think that general trend should be to have less points in RW ... something like this:
HE -50    SD -50
SS +0     PP +50 
WM +0     IT -50
CA -150   AR +0
IS -50    JT -100
Why i think so? Wink Economic strenght of stronger races seems to be the problem, not the weakness of weaks. Confused Strong races advance too quick and run away with score and tech. Nubians are often deciding power even in small games (without slow tech). Rolling Eyes Nubians are always deciding power in large games regardless of slow tech. Nod Duning most races down would make it harder to reach high technolgies and so the games would be somewhat more interesting. Cool

Report message to a moderator

Re: Unofficial patch... Sun, 12 March 2006 22:13 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I think kotk is getting fairly close to the mark there. I agree that it is better balance by weakening the econ-strong races a little bit, rather than strengthening the econ-weak races, as it lengthens the period before nubians start to make all the races look similar... The game is not very imbalanced as it stands, so we must be very very gentle. So what if a JOAT/CA gets to Nubs first? It should! However if a SS race gets there 5 years later the JOAT is not in such a great position any more...

Some minor LRT changes are important. NAS definately should not give points to JOATs. OBRM should not give points to anybody, except perhaps AR. If you fix the JOAT NAS cost, then JOAT doesn't need a penalty at all...

I don't think normal-growth HE race should be penalised at all... I wonder if it is possible to reduce the number of points it gets from low growth rates instead...

I'd suggest something like this:
HE +0 AND decrease points gained by going to very low growth rates (say -50 points at 6%)
SD -25
SS +0
PP +50 OR improve packet terraforming efficiency
WM +0
IT -25
CA -150 OR remove instaforming (leave rest unchanged)
AR +0
IS -25
JT +0 AND make NAS cost points
OBRM should be zero or negative cost for all races except AR

Other LRT tweaks would be nice, to make under-used LRTs more appealing (especially UR, GR, MA, ARM)


[Updated on: Sun, 12 March 2006 22:14]

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 00:04 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
From a practical point of view, the calculation of points for low PGRs is partially based on the hab, so it might be pretty hard to change (as suggested for HE).

Also, I think PP takes a significant disadvantage from OBRM (it needs a lot of minerals to packet with). Perhaps it should not take a penalty for it then?

Of course, issues like the second point in this post are why it's hard to agree on fair ways to balance the game. Rolling Eyes

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 03:10 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

How is this different from the common practice of being required to leave points unused?

Best short term fix imo.


[Updated on: Mon, 13 March 2006 03:11]

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 04:27 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

Messages: 279
Registered: January 2004
Location: Aachen, Germany
I like Kotk's ideas. Their main advantage: those rules are simple, easy to implement and easy to agree on. IMO, that's the way we should go...

tweaking LRTs would be nice too - but, in sake of simplicity, if at all, we should just modify their costs by a fixed value. I.E. lower Value of OBRM and RS, raise value for UR, ARM, BET and so on. I think that's the only way we can have an agreement. Other ideas are mostly just to complicated...

Andreas / wizard

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 05:08 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
crr65536 wrote on Mon, 13 March 2006 06:04

From a practical point of view, the calculation of points for low PGRs is partially based on the hab, so it might be pretty hard to change (as suggested for HE).


They also have a fixed point boost, at least for those below 10% PGR. That could be easily tweaked. Cool

All in all, I vote for *gentle* changes, be them to LRTs, PRTs or whatever. Rolling Eyes

I also dislike the idea of humbling too much the "econ" PRTs. Yuck There must exist the possibility of a "non-econ" race to prey on (or team with) the econ-heavy ones, much as the SS benefits from other's research. Wink Absence of strong econs could mean doom for many "specialist" races, too. Sad

Nubians have been mentioned as the win-all endgame toy which makes everybody sprint for them and encourage "boring" uniformity. Razz As a nubian-addict myself, I'd propose tweaking the overly powerful nubian hull. What if its base armor was halved? What if it was toned down from a whooping 5000 to something like 4500? Would they still be the econ-rewarding mainstay of all navies? Sherlock


[Updated on: Mon, 13 March 2006 05:10]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 06:16 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

m.a@stars wrote on Mon, 13 March 2006 23:08

Nubians have been mentioned as the win-all endgame toy which makes everybody sprint for them and encourage "boring" uniformity. Razz As a nubian-addict myself, I'd propose tweaking the overly powerful nubian hull. What if its base armor was halved? What if it was toned down from a whooping 5000 to something like 4500? Would they still be the econ-rewarding mainstay of all navies? Sherlock



I would go with that. halving(or similar) the armor and it still has more than a BB(2000) but much less than a DN(4500)...would revitalise the endgame WM too. Perhaps 3-4000 if half is too much.

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 07:41 Go to previous messageGo to next message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
gible wrote on Mon, 13 March 2006 21:10

How is this different from the common practice of being required to leave points unused?

Two reasons:
(1) Most people who want to host games don't want to have to think about points costs for balancing the PRTs like CA - much easier just to ban them.
(2) It means that even for a vanilla game, you have to have someone check the races. The game I'm hosting is a completely vanilla game _except_ for some restrictions and leftover points for CA and JOAT/NAS and because of this I had to go to all the trouble of getting a third party to check the races. If there was an approximate balance to start with, getting that game going would have been much easier.
(3) If you specify leftover points have to be defenses (which is usual), it reduces the options for 'specialty' races. For instance, I was once trying to design a 'mineless' CA race that required 50 points of surface minerals to not be crippled. (OK, it turned out I couldn't quite make it robust enough to want to play it anyway).


[Updated on: Mon, 13 March 2006 07:54]

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 07:50 Go to previous messageGo to next message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
m.a@stars wrote on Mon, 13 March 2006 23:08

Nubians have been mentioned as the win-all endgame toy which makes everybody sprint for them and encourage "boring" uniformity. Razz As a nubian-addict myself, I'd propose tweaking the overly powerful nubian hull. What if its base armor was halved? What if it was toned down from a whooping 5000 to something like 4500? Would they still be the econ-rewarding mainstay of all navies? Sherlock


I like the idea of weakening nubians, as it makes RS not such an ovbious advantage for the late game, and at the same time possibly dropping them to tech 25 so BET becomes something worth considering.

However I think ideas like this belong in a patch version 2.

In the first patch, I'd suggest staying with things that can generally be agreed on:
* weakening CA (nearly everyone agrees it should be weakened, the issue is how),
* making NAS less of just 'bonus points' for JOAT,
* Possibly making one or two of the weaker races (PP, maybe WM?) cheaper in the race wizard to encourage more people to play them.

Maybe I'm wrong and there is a broad consensus on some other changes like nubians, in which case sure, put those changes in too Smile

Report message to a moderator

Re: Unofficial patch... Mon, 13 March 2006 11:28 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
m.a@stars wrote on Mon, 13 March 2006 12:08

Absence of strong econs could mean doom for many "specialist" races, too. Sad
You are effectively saying that some "baby" PRTs are "doomed" to boringly easy game because no big tit "mommies" and badass "candymans" around? Laughing ROFLMAO Its pure demagogy!!! Evil or Very Mad

Report message to a moderator

Previous Topic: Playing GalCiv 2
Next Topic: Do I need RC4?
Goto Forum:
  


Current Time: Mon Apr 29 02:50:08 EDT 2024