Sotomonte escribió: ↑16 Mar 2018, 16:48
8igualdos0s escribió: ↑16 Mar 2018, 16:28
Diplomacia en SotS2 poca habrá, ya sabes...el mod podrá mejorar algo, pero milagros no creo que haga, por desgracia.
No, tranquilo, no espero milagros

.
Lo malo de Sword of Stars 2 es que la diplomacia no salía precisamente barata, con todo ese "lio" de construir bases diplomáticas con "módulos" especiales para cada raza... y luego de poco servía. Aunque el sistema no me desagradaba, la verdad, ya que te obligaba a tener muy en cuenta con que imperio te interesaba mantener buenas relaciones y esperabas mantener buenas relaciones y cuales "dejabas de lado" porque no podías atender a todos.
Un saludo.
Ideas tenían muchas buenas. El árbol tecnológico también estaba muy bien...pero bueno.
Yo iba a instalar el mod ahora, pero no me acuerdo de la contraseña de ese foro

He mandado un mensaje al administrador, a ver si responde...porque me tengo que marchar. Si no, tienes tu el enlace accesible por ahí, sotomonte?
Estos de kerberos lo complican todo, hasta los foros...

porque no me deja re-activar y me he hecho una cuenta nueva y también me pide permiso de administrador...en fin! Prisa tampoco tengo, la verdad.
Por cierto, en el mod no tiene pinta de que haya cambiado nada de diplomacia en el sentido que tú dices, pero cambios son muchos y no los he leído todos. Te destaco lo que he visto:
Revised AI Fleet numbers in regards to construction ship fleets.
Increased max number of Gate fleets the Hiver AI is willing to maintain.
Balanced out Hiver AI's Gate fleet numbers so they no longer only want two fleets during a time of war. Prevents AI from refusing to build more gates.
Changed Hiver's 'Small Gate' fleet into a larger fleet template which has three gate ships instead of one.
Revised AI Fleet desirability for Colonisation fleets.
Added two new templates for Colonisation fleets.
Increased max number of Colonisation fleets that the AI can attain.
Added in new 'experimental' template which has both colony and construction ships and can perform both fleet roles.
Zuul Nodebore fleet slowdown decreased from 34% to 25%. (Means Zuul fleets travel at 75% max speed instead of 66%.)
Zuul Population growth speed changed to 200% from 180%.
Zuul Salvage chances doubled.
Zuul now puts more income into fleet construction than research.
Zuul Star Tear now places ships further away from the sun, hopefully should prevent ships from being scattered to oblivion.
Hiver global fleet supply modifier increased to 200% from 150%. (Aids AI due to their ballistic preference.)
Hiver Gate section cost decreased to 10000 from 17000. (AI gets hesitant to keep building new gate fleets if the gate ship is too expensive.)
Hiver Gate section production cost decreased to 1500 from 2200. (Production cost is how long the ship takes to build. Lower numbers mean it gets built faster.)
Initial Hiver Gate Station cost (Gateway) cost increased to 100000 from 80000. (To balance out the cheaper Gate ships.)
Loa Cube\Mass Limits doubled.
Standard: 140000 from 70000
Standing Pulse Waves: 300000 from 150000
Mass Induction Projectors: 600000 from 300000
Loa NGP gates cost lowered - should require less cubes.
Morrigi Grav Boats have wondered off into the unexplored area within the center of the galaxy which for some reason doesn't contain a super massive black hole... or does it?
Morrigi Grav Boats now require Reflect tech to be researched. Reflect is a disabled tech due to it being only used by Suul'ka. This means Grav Boats can no longer be researched or used.
Morrigi Grav Boats which were already in existance or were designed are not impacted for save game compatibility.
Morrigi Flock speed values altered:
Base Max Flock Speed increased to 4.5LY a turn. Grav Synergy research increases this limit to 9LY a turn.
Each Cruiser in a fleet increases fleet speed by .25LY a turn up to the limit above.
Each Dreadnought in a fleet increases fleet speed by .75LY a turn up to the limit above.
Each Leviathan in a fleet increases fleet speed by 1.75LY a turn up to the limit above.
A maximum of 20 cruisers can contribute to the flock speed increase.
A maximum of 8 dreadnoughts can contribute to the flock speed increase.
A maximum of 3 leviathans can contribute to the flock speed increase.
These numbers are subject to change.
Doomsayer tech now provides 100% chance on warning of the arrival of a Grand Menace.
Scientific Prolepsis now makes feasability studies 99% closer to the real chance of success instead of 50% closer.
Anagathics now doubles the lifetime\Career of an admiral instead of increasing it by 20%.
AI Autonomy now reduces AI bonuses by 25% instead of 50%.
Replicants now double population growth up until its limit is reached. Morale penalty still exists.
Deep Survey Sensors now reduce survey time by 75% instead of 50%.
Vacuum Preservation now increases ship supply ratings by 25% instead of 10%. Still provides bonuses to Warehouse modules.
Tunneling Sensors bonus to Naval and Science station sensor range increased to 10% from 5%.
Stealth Armor signature reduction increased to 150 from 50 to make it worthwhile.
SDB CP cost decreased to 1 from 3.
Drone Sat CP cost increased to 2 from 1.
BR sat CP cost decreased to 2 from 3.
The VN now have a galactic icon so are visible on the strategic map if their fleets or homeworld is detected.
Slavers now have a galactic icon so are visible on the strategic map if their fleet is detected.
Pirates now have a galactic icon so are visible on the strategic map if their fleet no longer has a pirate base.
Diplomatic Relations are now less volatile.
Relations needed for postitive reactions increased.
Relations needed for negative reactions 'increased'.
Neutral\No Opinion relations area increased.
War now lowers relations regardless of who initated it.
Homeworld Tax income increased to 300% from 200%. (Its not that much, but helps on smaller maps.)
Relationship bonus from destroying a Pirate base increased to 75 from 50, but will really anger any Zuul factions.
Doubled Savings reward per destroyed pirate ship when they raid your systems.
Quadrupled Savings reward if you capture or destroy trade ships while engaging in your own piracy missions. (Still probably isn't worth it though.)
Pirate Base Max ships decreased to 15 from 20.
Pirate Base Min ships increasd to 10 from 5.
Pirate Base piracy range increased to 20LY from 10LY.
AI Pirate fleets engaging in a raid min number to 2 from 1.
AI Pirate fleets engaging in a raid max number to 4 from 5.
Factional Piracy due to being too close to a Zuul player range decreased to 7LY from 10LY.
Factional Piracy due to being too close to a Zuul player Piracy chance decreased to 10% from 20%.
Base chance of Piracy occuring at all set to 1% from 2%.
Base chance of Piracy while within 20LY of a Pirate base increased to 50%.
Naval Station presence reduces piracy rate by 5% from 2%.
Having no Naval Station with a Civilian Station increases Piracy rate by 5% from 2%.
Police anti-piracy ability increased to 2% from 1% per police vessel.
AI Rebellion chances decreased to 0.5% per turn from 1% per turn.
AI Rebellion now takes 20% of your worlds if it strikes.
Locust Mothership cost increased to 10000 from 5000.
Minimum resources for Locusts to wish to spawn in a system reduced to 10000 from 20000.
VN Collector Mothership resource cost decreased to 2500 from 5000.
VN now starts with enough resources to construct another Collector Mothership if it is destroyed.
VN will now do a salvage (resource) raid with a Collector Mothership every 5 turns if it has one remaining. (was 10)
VN will do a combat encounter against other factions every 25 turns if anyone has angered them. (Was 10)
Proteans are less picky about the systems they may be encountered in.
There is now only one Morrigi Tomb within any specific encounter.
Number of Morrigi Drones from the Tombs increased to 125 from 50.
Research Bonus from destroying a Morrigi Tomb increased to 25% for 1 turn from 10% for 1 turn.
Research Bonus from capturing a Morrigi Tomb increased to 25% for 4 turns from 10% for 5 turns.
Savings Bonus for destroying or capturing a Morrigi Tomb increased to 250000 from 50000.
Spectre crew damage increased.
Spectre population damage to planets decreased.
Slaver Fleets now contain two Scavenger ships and between 4 and 8 Wraith Abductors.
Supernova chance reduced to 1% per turn from 5%.
Supernova can no longer occur until turn 200 from turn 100.
Supernova blast radius increased from 7LY to 25LY.
Supernova minimum time until explosion increased from 5 turns to 10.
Supernova maximum time until explosion increased from 10 to 25.
Unprotected systems within the range of a Supernova will lose 25000 biosphere from 50.
Unprotected systems within range of a Supernova CH rating will only increase by 5, instead of between 50 and 200. (This is to prevent a huge swath of the galaxy from being unusable.)
Number of Meteors halved.
Damage done by Meteors impacting a planet rebalanced so each size has a different effect.
Larger Meteors impacting a planet now provides more resources.
Swarm Growth Rate curtailed. Must be something in the asteroids.
Random Menaces no longer start until turn 50 from 25.
Grand Menaces no longer start until turn 125 from 100.
Chance of a Grand Menace occuring from 10% per turn from 5%.
Odds of a random encounter while playing in Singeplayer mode decreased to 10% increase from 20%.
Large Combat Threshold to 100 from 15. Should allow AI vs AI autoresolve to occur far, far more often.