Hot answers tagged startopia
If you research an item, while already having all of the new technologies it provides, you will reduce the factory cost of that item. If you research without an item, an item you already have researched is chosen, and the factory cost of that item will be reduced.
I'm pretty sure that the postmortem report is really all you get from this, it's just an interesting little quirk/trick that's available to you. The contents of the report are relevant - it should actually detail what they died from, which of their stats were particularly low, etc - so I guess if you've got dead peeps turning up and you don't know why it ...
I've never tried online play myself. The brilliant guide RTSC Startopia has a few notes on its starting page. In particular, they say: That online play, different from LAN play, doesn't work well. (Yeah, you figured that out yourself.) Meaning it's probably caused by desyncs due to the higher latency, something many older games struggle with. That the ...
Alright, I ended up making snails rather unhappy by modifying the files moods in00.txt and moods out00.txt (I actually don't know what the difference between these two is) in missions\00. These files define most of the influences to your station visitors, defined in many tables. E.g. there is a table MOOD_AT_BIRTH, defining which species starts with which ...
If you've got an item that you wish to re-box, I believe you can do so by deploying it within a room and then repacking the entire room (this boxes the room and all it's furniture, separately). This does require placing the item down first, but once boxed they could be placed in to cargo holds as desired. Obviously some things cannot be (re)boxed, and this ...
Remove the duplicate buildings. Then make sure that everyone's basic needs can be meet (hygiene, food). You may need to rebuild and reorganize a lot of rooms and hire aliens to operate them. This is typical if you have a lot of new aliens to look after now that you've defeated the AI. Also, the visitors often get "stuck" when they want to go to a ...
From your link here you can adjust the mood_in00.txt to make Skrashers less of an issue. First: Find the default mood, MOOD_INC_DEFAULT and set the body value for (Spawn) to something like -8000. They'll lose health at a massive rate. Second: Find the mood entries MOOD_AT_BIRTH and MOOD_AT_BIRTH2 and set the body value for (Spawn) to about 500 in each ...
If they really get stuck you could try beaming up the bath and replacing it. However it is quite usual that those stupid slugs die when they are too happy. On the other hand, they will probably also leave enough poo before dying to compensate for the 1000 e that you'll be fined... edit If even beaming fails, repacking the room might the last resort.
Try to remove duplicate buildings. With the possibility to go around the entire station, the AI seems to be overburdened when trying to determine which building of a desired type is the nearest one.
Gemslugs and turdite - partial answer. http://rakrent.com/rtsc/html/star02.htm#gemslugs They can be put off by a messy Station with too many Salt Hog facilities in it. Here's an URL for a modding guide: http://www.muckyfoot.com/startopia/downloads/modguide.v1.3.zip http://www.strategyplanet.com/startopia/modguide.v1.3.zip
Not a real answer to your question, I admit, but they've never been a real problem for me. Just build lots of Scuzzers Mk II or III (really cheap after researching them properly) and a Recycler every few sections. With the e the Recycler extracts from the garbage, they pretty much pay for themselves. Also place lots of Litter Bins, in particular next to ...
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