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Old September 19, 2003, 11:14   #1
kobayashi
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It time for DOMINION WAR again
Bigger, better, harder and yet the same. I haven't been able to win at Admiral level myself so far. Over twenty improvements, MGE only.

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nuff said
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Old September 20, 2003, 08:59   #2
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My apologies but it seems there was a slight bug in that the pah-wraiths refused to attack sisko after I changed their role. The attached rules.txt fixes that problem. You can swap it in mid-game. And for newcomers, here's a brand new patch.


http://www.civfanatics.net/uploads5/DomMGEPatch1.zip
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File Type: txt rules.txt (26.0 KB, 9 views)
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Old September 20, 2003, 23:24   #3
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while I'm at it let me discuss a slightly related event.

if you change terrain via events, the units which are on the said terrain are supposed to be killed. However, I've discovered on occasion that there is the odd unit which remains on the changed terrain and it causes CIv2 to crash the next turn because it doesn't register or something. If I engage the cheat menu and delete the ghost unit right after the terrain change, the crash is averted. Is this just my system or is it a known phenomenon?
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Old September 21, 2003, 06:13   #4
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Sounds odd, I am not aware of a unit ever surviving a terrain killer.

Is this survivor an AI unit, and what is the nature of the unit?
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Old September 21, 2003, 06:27   #5
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Its the Orbital Defense Platform at coordinates 64,64 in this saved game. If you don't manually delete it, the game crashes in the next turn (for my PC at least).

(Spoiler so don't download it unless you are already completely familiar with the Dominion map)
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File Type: sav copy of d66.sav (159.1 KB, 2 views)
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Old September 25, 2003, 00:13   #6
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I'm on my third game on Admiral level (the Dominion having smashed my Federation led alliance the first two tries). So far its a much greater challenge than version 1.0.

1. The Dominion-Cardassian AI fires Quantum Torpedo Salvoes very effectively now as compared to before and you can't mass produce only the Command Ships like the Sovreign as before. Escorts such as the Sabre as well as your few Defiants play a much bigger role.

2. The increased maintennance of the planetary improvements really slows down your research and you can't blindly build everything on every planet.

3. The reduced defence factor of the Norway means you need to build the Steamrunner for defence. Basically you need to build every type of ship.

4. The increased defense factor of the 'targets of opportunity' means you can't just sneak an Intrepid class ship in to kill them. You'll need to use an entire fleet to get the job done once you find them with the Intrepid.

5. I'm sure the stronger Breen Shieldcutters will make them a much more significant factor in the end game but i haven't actually got that far yet.

If anyone actually makes it to the end on Admiral level please let me know. It would be nice to know its possible.
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Old September 25, 2003, 01:27   #7
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Kobi, how would you assess DW's PBEM potential?
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Old September 25, 2003, 04:43   #8
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Quote:
Originally posted by techumseh
Kobi, how would you assess DW's PBEM potential?
Coincidently the same question was asked over at civfan. Only way to do it is 'democracy game style' with the AI maintaining control of the bad guys. Could either split it by race or simply designate fleet commanders with different tasks. Would be a bit complicated for the latter as you'll still need to have individuals to control the ship and planets in the right sequence.

Perhaps this could be made easier by removing the no negotiations between the Federation allies so they could give units to each other. But this could be abused as a way of transporting ships.
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Old September 27, 2003, 07:21   #9
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Day 48 in my game, Sisko has just closed the wormhole.

It is harder in certain areas - the Cardassians seem to have been beefed up a bit, even managing to capture one of my planets (Trill) and destroying a space station, two things which never happened to me in the FW version.

No noticeable change with the Dominion; their attack on Bajor lacked bite, if anything it was easier to repel than the previous version - their ships didn't even get within range to directly assault the planet itself.

But thanks to their Cardassian allies, they now can build spys, who've just bribed one of my planets. It should open up a whole new dimension to the game (I always prevented this from happening in the FW version). I still think I'll be able to win, but it'll take me just that bit longer.
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Old September 27, 2003, 23:52   #10
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Oh. Letting the Founders get the cure is a real disadvantage. I lost three planets plus over a dozen ships that way in my second try and had to give up. Keep us posted.

As for me, I finally finished the hardest part in my third attempt, getting to Cardassia Prime.

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