Jagged, um... Knife?

So, I encountered the Jagged Knife in Beta 2a. Bastards stole my three best planets, too... And when your three best planets are a class 28 manufacturing capital, a class 19 research capital, and a class 11 with a Precursor Mine, that's saying something.

The bug, however, should be obvious:

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As you can see, the Jagged Knife have the wrong symbol (Should be that orange circle thingy). They also seem to have a hilariously wrong race picture...

In related news, can I restate that the Jagged Knife should be a major race? Firstly, in this game that they showed up, they stole half my planets and a fair bit of everyone else's and are the most powerful race in the galaxy... except that they have no influence and a crappy minor race AI. They would be much more threatening, and a lot more fun to deal with, if they were a major race.

Also, much more importantly, you really really really need to be able to spy on them. >.<
11,727 views 22 replies
Reply #2 Top
/signed
Reply #3 Top
Or maybe give the minors the generic custom race AI?
Reply #4 Top

They do need to be a major race.
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This is so amazingly true. The Jagged Knife event almost inevitably produces the largest race in the Galaxy with the best technologies and ships. I have NEVER been able to understand the rationale that they aren't a major race.
Reply #5 Top
/signed
Reply #6 Top
As you can see, the Jagged Knife have the wrong symbol (Should be that orange circle thingy). They also seem to have a hilariously wrong race picture...
End of quote


Nope, this is their symbol. I'll upload a pic of the Jagged Knife in the Foreign Relations screen tomorrow, DA 1.8e. It's just like the Dark Yor symbol but brighter. They popped up in my current Huge, Painful, Rare-everything, Super Warrior custom race game with the 'Exploitrons', stealing a planet from me and 1 from the Yor.

I retook my planet, but the Yor didn't, so the JK managed to live for several years before I crashed into their solar system to exterminate the 5 minor races who lived there. This extermination campaign was sparked off by the Vegans suddenly popping up on a Class 0 planet and stealing all my technology - so I had to kill them before they traded away my precious Positronic Torpedo 2 and Psyonic Beam. The Carinoids, Dark Yor, Jessuins and Jagged Knife got destroyed in collateral damage.

The JK is a galactic criminal group who have overthrown the government on several planets in a massive military coup, amazingly unopposed. Obviously they won't have cultural influence, or ever get flipped by cultural influence, or be a part of the United Planets, or any such thing that major races do. But it would be nice if they got a Korath-type AI. As such, minor races never have a distinct in-game personality - despite their descriptions, they all have the same generic behavior - spam freighters, build swarms of starbases, research wildly, yet build lousy ships, and then get exterminated.
Reply #7 Top

Obviously they won't have cultural influence, or ever get flipped by cultural influence, or be a part of the United Planets, or any such thing that major races do. But it would be nice if they got a Korath-type AI. As such, minor races never have a distinct in-game personality - despite their descriptions, they all have the same generic behavior - spam freighters, build swarms of starbases, research wildly, yet build lousy ships, and then get exterminated.
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Don't you think this could really be tweaked generally.

When Minor Races reach a certain size or power level they should really get an intelligence tweak, to bring them into line with the major races, not just spam crappy ships and colonies

I like the fact occasionally a minor will grow stronger, It doesn't happen often but when it does they should get some kind of tweak. I feel sorry for cultural non aggressive players I really do, as a Minor races spamming undefeatable colonies everywhere must be a nightmare for them.

Ah well I'll buy the expansion I should think just for the new units but this has always seemed like an unresolved issue which never quite gets settled.
Reply #8 Top
As you can see, the Jagged Knife have the wrong symbol (Should be that orange circle thingy). They also seem to have a hilariously wrong race picture...


Nope, this is their symbol. I'll upload a pic of the Jagged Knife in the Foreign Relations screen tomorrow, DA 1.8e. It's just like the Dark Yor symbol but brighter.
End of quote


The JK uses a random logo.
Reply #9 Top
Ah, that makes sense. The race graphic is still definately wrong, though.
Reply #10 Top
This extermination campaign was sparked off by the Vegans suddenly popping up on a Class 0 planet and stealing all my technology
End of quote


Oh i never looked at it that way before! Yes they do automatically steal all your techs, do they steal all the AI techs as well?
Reply #11 Top
I think these mega events are a bit too much, for example it would be more reasonable to:
- limit the number of planets the Jagged Knife takes from each race
- limit the planet quality of the planets they take (to avoid them taking over some capitals)

Same thing with the Vegans or some other minor AI popping up with a full tech tree...
Reply #12 Top
Actually, I have to be thankful for the Jagged Knife spawning late in the game. I was playing Yor in a Tiny map against the rest of the AIs and only through luck, perserverence, and switching my Xeno Ethics to Neutral was I able to survive the Terran Cultural Onslaught. It took multiple maxed Influence starbases just to hold onto my two initial systems and even then I lost colonies on those worlds. I was reduced to the East corner sector with smattering of various starbases around the map. At that point I was just pushing the turn button to see how long it took to get all the techs.

Then the Jagged Knife showed up in the North corner.

I immediately started a crash program of cheap fighters and transports on my two planets. For luck I had a few fighters and a couple transports already and I sent them to take an undefended world. I then rushed it into ship production I ended up slinging BC around like crazy, but I was eventually able to take over almost all their worlds before the Terrans gobbled them up with their ungawdly Influence. Again, I had to build a slew of Influence Starbases to keep these new worlds (one still flipped) but I finally had a decent working situation. Best of all, I started to make up for my lack of Influence and over many many turns I've now flipped all the planets in my home sector and the two sectors the JK spawned in.

I've researched all the useful tech I can, and am now recruiting spies so I can cherry pick targets that will help me cripple the Terran's Influence and combat ability. I'm also beefing up all my Starbases so that they can at least put up a little fight against the Terrans when they retaliate. It is going to take hours, but it's going to be fun.
Reply #13 Top

This extermination campaign was sparked off by the Vegans suddenly popping up on a Class 0 planet and stealing all my technology


Oh i never looked at it that way before! Yes they do automatically steal all your techs, do they steal all the AI techs as well?
End of quote


They steal all your techs, but no AI techs. This is balanced by the event where a Minor Race steals all techs of so-and-so AI Major Race, so I guess it's fair.

Actually, I have to be thankful for the Jagged Knife spawning late in the game. I was playing Yor in a Tiny map against the rest of the AIs and only through luck, perserverence, and switching my Xeno Ethics to Neutral was I able to survive the Terran Cultural Onslaught. It took multiple maxed Influence starbases just to hold onto my two initial systems and even then I lost colonies on those worlds. I was reduced to the East corner sector with smattering of various starbases around the map. At that point I was just pushing the turn button to see how long it took to get all the techs.

Then the Jagged Knife showed up in the North corner.

I immediately started a crash program of cheap fighters and transports on my two planets. For luck I had a few fighters and a couple transports already and I sent them to take an undefended world. I then rushed it into ship production I ended up slinging BC around like crazy, but I was eventually able to take over almost all their worlds before the Terrans gobbled them up with their ungawdly Influence. Again, I had to build a slew of Influence Starbases to keep these new worlds (one still flipped) but I finally had a decent working situation. Best of all, I started to make up for my lack of Influence and over many many turns I've now flipped all the planets in my home sector and the two sectors the JK spawned in.

I've researched all the useful tech I can, and am now recruiting spies so I can cherry pick targets that will help me cripple the Terran's Influence and combat ability. I'm also beefing up all my Starbases so that they can at least put up a little fight against the Terrans when they retaliate. It is going to take hours, but it's going to be fun.
End of quote


I thought the Yor had 100% Loyalty, meaning near-immunity to culture flips. And the JK is a Minor Race - they can't be flipped by influence. Anyway, Stock Markets are a much cheaper way to stop culture flips than maxed Influence Starbases. Each gives a 5% bonus to influence, so turn all your flip-risk worlds into cash cows, so you won't need so many expensive starbases. The Political Capital and Re-Education Center could also be deployed in desperate scenarios, and the Restaurant of Eternity would be useful.

Influence and Military Starbases in between you and the Terrans, or near the Terran star systems could be useful in war because your Super Isolationist ability will reduce the enemy ships' speed to 3 in the starbases' bubble of influence. Add a Warp Field Disruptor to your Military bases and any nearby enemy ship is largely paralyzed.
Reply #14 Top
I miss the Canada logo for the JK.

Reply #15 Top

I thought the Yor had 100% Loyalty, meaning near-immunity to culture flips. And the JK is a Minor Race - they can't be flipped by influence. Anyway, Stock Markets are a much cheaper way to stop culture flips than maxed Influence Starbases. Each gives a 5% bonus to influence, so turn all your flip-risk worlds into cash cows, so you won't need so many expensive starbases. The Political Capital and Re-Education Center could also be deployed in desperate scenarios, and the Restaurant of Eternity would be useful.

Influence and Military Starbases in between you and the Terrans, or near the Terran star systems could be useful in war because your Super Isolationist ability will reduce the enemy ships' speed to 3 in the starbases' bubble of influence. Add a Warp Field Disruptor to your Military bases and any nearby enemy ship is largely paralyzed.
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First off, the 100% loyalty thing is non-existant. I've had Yor worlds flip with 100% loyalty left and right. Second, I would build Stock Markets if the Yor could do so. Apparently they no longer have that tech anymore. As for the Politcal Capital, Re-Education Center, and the Restaurant of Eternity, only the Restaurant is buildable by the Yor.

As for Military Starbases, I will be building them where I don't already have four Influence Bases in the sector already. I'm hoping that about a half dozen fast strikes will be enough to take out the core Terran worlds and leave them crippled to the point where I can mop up the stray battleships and troop transports.
Reply #16 Top
They steal all your techs, but no AI techs. This is balanced by the event where a Minor Race steals all techs of so-and-so AI Major Race, so I guess it's fair.
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Not at all, it destroys the strategic intricacy and advantage of the players chosen technology path.
Reply #17 Top
the Restaurant is buildable by the Yor.
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If they cook like Bender does on Futurama, this should result in an influence penalty.

Reply #18 Top
They steal all your techs, but no AI techs. This is balanced by the event where a Minor Race steals all techs of so-and-so AI Major Race, so I guess it's fair.


Not at all, it destroys the strategic intricacy and advantage of the players chosen technology path.
End of quote


I just had this happen, so I checked the JK techs. They get everyone's tech, not just the player's tech.
Reply #19 Top
I'd like to see the minor races get a little more flavor too. Right now they are an annoyance, but not much else. I'd like to see them colonizing worlds, for one. Basically, I'd like to see minor races do everything that major races do (even be able to create influence zones), accept I'd like to see them with a slightly modified, shorter tech tree. Make them get a more generic one. They can trade for or steal the advanced stuff they don't get. In fact, let there be a few generic tech trees and dole them out to the minor races based on the flavor of the race. The races that get all the techs, they kinda ruin the game IMHO. Other races pick off the good stuff and everyone ends up being at about the same tech level in hurry. Maybe they should only get to steal a random number of techs at introduction, IF they are a tech stealing minor race. Also, the Dread Lords seem to act like the other minor races in a lot of ways. I'd like to see that changed too. I wouldn't think they'd trade with the younger races, if they do. There is also a trick you can use to get to trade techs with them. While you can't open up a dialog with them you can trade stuff with them when they make peace with you. The AI seems to be able to get tech from them too, least I think they do. I shouldn't think the Dread Lords would stoop to such a level.

Reply #20 Top
The Jagged Knife take all the techs that have been researched so far. If you have every tech that has been researched in the game, it will seem like they took all of yous.
Reply #21 Top
The Jagged Knife saved my economic butt by taking planets I couldn't afford!!Long live the Jagged Knife.
Reply #22 Top
Dec. 4,

Maybe someone could come up with a Mod which would allow the player to
defeat some major events such as the Jagged Knife or the Fundamentalist Revolt.

Maybe?,

Prof.

 :CONGRAT: