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Re: Space Above and Beyond Mod (a.k.a Space 2063)
the 20 races thing only plays a problem if u want random generated AI races... like with only 2 (maybe 4 races) how hard is it to set em up ur self, and turn off the generator?
the mod sounds like a great idea, and i'd be interested in helping out... AeroTech and the AIs could make for 2 more races as well... AIs could be P/Ns, AeroTech would be like earth more... maybe have access to some Chig Tech... [ September 25, 2003, 01:26: Message edited by: openair ] |
Re: Space Above and Beyond Mod (a.k.a Space 2063)
The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Some images I found that might be useful. http://forum.shrapnelgames.com/images/icons/icon7.gif
1064469885.zip Images in folder one are from http://www.space-readyroom.de/ Images in folder Two are from http://www.swooh.com/peon/diamondgeezer/index.htm |
Re: Space Above and Beyond Mod (a.k.a Space 2063)
Just use modded stock races to fill out the 20-race requirement. Maybe the Eee and the Fazrah and all the rest of the crew were out there in the SAAB universe and just didn't get a chance to appear before the show was cancelled.
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Ok wait....
say that we go with 3 races. (the humans, the AI, the Chig) We edit the settings.txt to have at least 1 AI, at most 2 AI's. Do we still need 20 race folders? Or since the game can only use 3 maximum, wont 3 do? |
Re: Space Above and Beyond Mod (a.k.a Space 2063)
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
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I started several new games, at varying AI# settings, with and without neurtals. The results were the expected number of AIs and of the apropriate race, with intact AI files (or at least the AI_general file was being used properly). I repeat, if you properly edit settings.txt to include no more AIs than are in the mod, there is no duplication, no AI conflict, no problem. Indeed I have seen the duplication problem but I have only seen it when the settings.txt has not been properly edited to take into account the new maximum number of AIs. |
Re: Space Above and Beyond Mod (a.k.a Space 2063)
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
QR, you must have encountered a fluke, as dozens of people have noticed the bug, AND MM has acknowledged the existence of the bug... the Star Trek Mod for one had to be changed to include more races because of the bug.
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[ September 28, 2003, 20:01: Message edited by: Imperator Fyron ] |
Re: Space Above and Beyond Mod (a.k.a Space 2063)
How could he encounter a fluke on multiple games?
And I just ran a similar test, and got the same results that he did. I set it to 2 races, and changed the settings.txt to make the computer players only be 1 for each setting(low med high) and both races always got their shipset, on multiple tries. [ September 29, 2003, 05:07: Message edited by: Jake Monroe ] |
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