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-   -   The Star Trek Mod - v1.9.7.5 (Oct 07) (http://forum.shrapnelgames.com/showthread.php?t=21042)

Atrocities September 24th, 2006 08:11 AM

Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*
 
Ok I started a QS game and I see what your talking about. I won't need that save game. I don't know why the AI isn't designing ships correctly. It must be a bug with how SEIV uses QS to generate the game. While the game uses other required components, it ignors most.

At this point I would say just start a game without using QS. I don't know what is causing QS to mess up but I will try and figure it out.

Thanks.

Atrocities September 24th, 2006 08:11 AM

Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*
 
If any one is interested the Quick Start master game password is "master"

Atrocities September 24th, 2006 08:30 AM

Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*
 
Ok this is very odd bug. It is most likely an SE IV bug and not related to the mod.

The reason I say this is because the AI is correctly designing the other races ships. I switched all of the other players to human control and verified that the AI had correctly designed their ships.

I did notice that on turn one only the Human player had ready to use designs while the other AI players did not. In order to see the AI designed ships I had to first run a complete turn before changing them from AI to human control.

What I observed is that the AI does indeed correctly design ships for the AI controlled players but since the Human player is starting the game with designs already loaded, the designs are flawed.

I was curious too see what would happen if I switched my human controlled empire to AI control. So what I did was choose a neutral AI and changed it from AI control to human control on turn 1. I then switched my empire from human control to AI control and then ended the turn. I ran the turn twice, once as the original empire to change to the neutral empire. Then as the neutral empire on complete turn. I then set the neutral empire back to AI control and set my original empire back to human control. I ended the turn and when my original empire loaded I checked my designs.

I checked "hide obsolete" and all of the flawed designs were removed. Only new, correctly designed, designed ships were present.

This told me that it had to be a bug with Quick Start and SEIV in general and not the mod.

As I stated, I checked all of the other empires and the AI is designing ships correctly.

Any ways the quick fix to over come this bug would be too do the following:
1. Choose your race and start your QS game.
2. On Turn one click on the menu and change one of the minor races to human control and set your race to AI control.
3. End the turn.
4. When your temp race comes up, end the turn without doing anything.
5. When your temp races comes up again, select menu and set it back to AI control and set your original race back to human control.
6. End the turn.
7. When your original race loads check too see if the designs are properly designed. They should be.

Let me know if they don't.

Xrati September 24th, 2006 12:16 PM

Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*
 
AT, you were going to send me locations of the updated mod files for use in the playtest. When you get around to it maybe you can list them somewhere.

PDF September 24th, 2006 04:43 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
Ok Atrocities, no big deal I had faulty starting designs, I scapped them anyway.
And about the Warp tech ?

Atrocities September 24th, 2006 04:55 PM

Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*
 
Quote:

Xrati said:
AT, you were going to send me locations of the updated mod files for use in the playtest. When you get around to it maybe you can list them somewhere.

You can download the full mod now. Did you need something other than this? If so please let me know. The moment the mod was ready, ie. the game killing bug was fixed, I uploaded the mod for general use. I had only two players willing to test the mod for bugs so I figured that if more people had access to it, the more bug reports I would get.

Thankfully that was true as I have received several excellent bugs to track down and kill. http://forum.shrapnelgames.com/images/smilies/happy.gif There will be a small update by the end of the month. http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities September 24th, 2006 06:58 PM

Re: The Star Trek Mod - 1.9.2.7.1 Deluxe *updated*
 
Ok here is a quck way to over come the Quick Start Bug.

In order to have the Design Minister design ships that have all of the required components do this:

1. Once the game is loaded make all of the designs obsolete
2. Activate the Design Minister
3. Process the turn.

The minister will design correct designs for the next turn. This method worked for both minor and Major races including the Federation.

wildcowboy September 24th, 2006 07:41 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
AT,
While attempting to build a large resource ship for remote mining Ive realized I dont think the scale works.

Requirements:
26x Crew Quarters (10x of actual quarters max)
1x Bridge
2x Life Support
1x Warp Core
1x Warp Nacelle

This weighs in at 1665 Kt

wildcowboy September 24th, 2006 07:43 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
AT,
While attempting to build a large resource ship for remote mining Ive realized I dont think the scale works.

Requirements:
26x Crew Quarters (10x of actual quarters max)
1x Bridge
2x Life Support
1x Warp Core
1x Warp Nacelle

This weighs in at 2115 Kt

Ship Max is 2005.....
Unless Im missing something there is no way to build this ship other than to use it as an imobile base?

Thanks,
CB

** http://forum.shrapnelgames.com/image...s/confused.gif Sorry for the double post!!**

Dejavuproned September 24th, 2006 08:08 PM

Re: The Star Trek Mod - 1.9.4.2 Deluxe *Released*
 
The new version looks great! Two things though:

1. When I tried setting up a game the manual way (new game) when I started with the federation I had nothing, no facilities and no tech of any kind???

2. Quick start gives you ai only cheat traits, you can see this if you go to the abilities tab on your homeworld at the beggining. - Edit - Gives you the ai tech researched as well, no sure what that does though.


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