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Re: TDM-ModPack 2.00 BETA
I posted an update for the Ork's AI based on comments from recent test games. Also posted the beta Versions for SFB Gorn and Kzinti until I complete filling in gaps left by available models.
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Re: TDM-ModPack 2.00 BETA
I'm just curious... Are the new AI's now building troops and capturing planets, or are they just glassing them over and moving on?
Thanks, Bill |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by taterbill:
I'm just curious... Are the new AI's now building troops and capturing planets, or are they just glassing them over and moving on? Thanks, Bill<HR></BLOCKQUOTE> Sorry, guys. No news today, I was too busy with other stuff. I'll try to post some more tomorrow. Regarding the troops, I have seen a couple of the AIs build troop ships and they also have troops in the research and constuction files, but you won't see that until the late game or a game at full tech. If you want to have the AI use troops in the early game, use the Aquilaeian, Orks and Space Vikings (please correct me if I am wrong and if there are others, as I have not seen all the AIs, yet) Rollo |
Re: TDM-ModPack 2.00 BETA
Before I post more statistics, let me update the current situation until turn 120:
Rage (turn120): Rage expansion has slowed down. They have colonized all planets that they have access to (plus add a few new ones), but they are having problems now expanding outward from their current territory as their colonizers are crawling towards their planets. They have met some resistance by the Norak and Xi'Chung and are hit hard by Toron intel. They have 3 warp point closers, but haven't used them, yet (Well, there is no need to do that really at this point, so that is a good thing.) I will keep an eye on those and see if they are used, if the Rage come under pressure (if that ever happens). They are currently having a deficit on minerals, because they are building monoliths everywhere, but they still have a large stockpile to use. They will have huge amounts of resources in the future. Toron (turn120): The Toron are still sending out their colonizers everywhere and have settled some systems in war torn regions of the quadrant before any of the actual combatants did. They have huge amounts of intel that they use mainly against the Rage and a little bit against the Vikings. They have lost many ships, though because of Pyrochette mines. Xi'Chung (turn120): The Xi'Chung are doing better now. They have stopped the Rage incursion into their systems. Because of the layout of the map they can only grow by invading the Rage. Dra'Kol (turn 120): The Dra'Kol have the potential to grow, as they have found a nice undisturbed region of the quadrant. They have set up some colonies there a long time ago, but there is still a lot of unused planets. Perhaps they could use some more colonizers in certain AI states. Now they have not only the Vaxin, but also the Vikings to deal with that are slowly advancing into their space. All intel is currently being used against the Vaxin. Piundon (turn120): They Piundon are holding their ground against the Toron and are advancing against the Sergetti. They have destroyed many Sergetti worlds and have now room to settle. Colonials (turn 120): The Colonials are almost destroyed. They have only one small world left. Norak (turn 120): They are doing better now and resettling the worlds they have lost to the Rage as well as setting up new colonies elsewhere. They have a troop transport, but that has not been filled with enough troops and is not included into a fleet, yet. Vaxin (turn120): The Vaxin have not made much progress lately. They have suffered a little bit from a new war against the Norak and have not been able to gain much ground against the Dra'Kol. They have set up two colonies deep in Viking space on huge breathables, but still haven't settled on the planets in the former Dra'Kol home system. Vikings (turn 120): The Vikings now have room to grow and to become big after they (almost) destroyed the Colonials. They are sending their fleets and colonizers into Vaxin/Dra'Kol space. We will see what will come from that, but the Vaxin/Vikings partnership seems to be quite stable so far. The will research rock colonization soon and resettling the former Colonial homeworlds should give them a boost as they breathe the same atmosphere. Only one of the Viking troop transports is currently in a fleet and so far they only captured one world during the war against the Colonials. Sergetti (turn 120): While the Sergetti were busy against the Pyrochette, the have lost a large part of their empire to the Piundon. What's even worse is that they have not been able to make use of the former Pyrochette systems as the Toron were faster to move in their colonizers. Pyrochette (me): (turn120) While almost beaten, the Pyrochette have been responsible for some heavy losses to Toron fleets with mines as well as glassing unprotected Toron planets. Please keep in mind that they are not getting the computer player bonus, as they are a human player under full minister control. diplomacy (turn 120) Rage: none with Toron, war with Xi'Chung, none with Dra'Kol, war with Norak, none with Sergetti, war with Pyrochette Toron: none with Rage, MA with Dra'Kol, war with Piundon, TR with Norak, P with Vaxin, war with Vikings, TR with Sergetti, war with Pyrochette Xi'Chung: war with Rage, TA with Sergetti, MA with Pyrochette Dra'Kol: none with Rage, MA with Toron, MA with Colonials, MA with Norak, war with Vaxin, war with Vikings Piundon: war with Toron, P with Vaxin, war with Sergetti, MA with Pyrochette Colonials: MA with Dra'Kol, TR with Vaxin, war with Vikings Norak: war with Rage, TR with Toron, MA with Dra'Kol, war with Vaxin, MA with Vikings, TA with Sergetti, war with Pyrochette Vaxin: P with Toron, war with Dra'Kol, P with Piundon, TR with Colonials, war with Norak, P with Vikings, TA with Sergetti, P with Pyrochette Vikings: war with Toron, war with Dra'Kol, war with Colonials, MA with Norak, P with Vaxin Sergetti: none with Rage, TR with Toron, TA with Xi'Chung, war with Piundon, TA with Norak, TA with Vaxin, war with Pyrochette Pyrochette (me): war with Rage, war with Toron, MA with Xi'Chung, MA with Piundon, war with Norak, P with Vaxin, war with Sergetti More later... Rollo edit: typos [This message has been edited by Rollo (edited 13 November 2001).] |
Re: TDM-ModPack 2.00 BETA
Is there a deadline for when we have to get final Versions of AIs in? I am testing and balancing a few changes that I made based on the excellent comments made by Rollo and Master Belisarius in their test games, and I want to make sure that I get them done and in on time.
Typical programmer - need to know when the deadline is so that I can push things to the very Last minute.... http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: TDM-ModPack 2.00 BETA
I think there may be some general setup problem with TDM-Mod Pack:
As most people already know, there is a bug/feature which cause problems with random race picking: SEIV does not allow a race to have several advanced traits with combined points exceeding the race set-up limit, even if you make up deficit buy reducing race traits. Example: if you have Aquileans (organic+advanced storage=2500) as a random race in 2000 game, it will start with organic trait only and 1000 points left unused. At the same time, Rage (advanced storage+propulsion expert=2000) will have all points utilized. Of course, as documented by Master Belisarious in the readme files of Aquelians and Pyrochette , it can be easily solved by always using .emp files for such races. This is nice and simple when you have one or two problematic races, but look on TDM-Mod pack - Aquelian, Narn, Pyrochette, Shadows, Ukra-tal, Toron, Xiati and may be some more races all have advanced traits worth 2500 at 2000 strart. Thus, when I start a new game I have few options: If galaxy is huge, I can pick all these races .emp files and still have enough room to put few random races. No big deal. However, If galaxy is medium/small and/or I want only few AI races I have a dilemma: Either disable random AI generation and pick up exactly what races I want eliminating quite a big slice of game randomness and fun or, if for some silly reason I want some elements of surprise and uncertanity, take a risk that one or more races will start with 1000 handicap ! Therefore, I propose that all TDM-races should be changed to accomodate this bug/feature. Of cource, .emp files can still be set as intended, but AI_genral.txt files changed. After all, it is in moddler' own interest that his/her race will not nave a 1000 penalty if it is used as a random race in TDM-Mod Pack ! Oleg |
Re: TDM-ModPack 2.00 BETA
Alpha Kodiak,
if you are making changes anyway, consider putting a Quantum Reactor on the colony ships before cargo storage. The reason for the current slow expansion of the Rage in my test game is that most of the colonizers are out of fuel. Rollo edit: typo [This message has been edited by Rollo (edited 13 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:
Alpha Kodiak, if you are making changes anyway, consider putting a Quantum Reactor on the colony ships before cargo storage. The reason for the current slow expansion of the Rage in my test game is that most of the colonizers are out of fuel. Rollo edit: typo [This message has been edited by Rollo (edited 13 November 2001).]<HR></BLOCKQUOTE> It is in my set of changes underway. Both the Vaxin and the Rage will have LC based colonizers with either quantum reactors when available, or extra supply storage. Tests with the Vaxin are looking good so far. The only downside comes in a full-tech game. The first colonizers are coming out with quantum reactors even though they are only going a short distance. They are more expensive than necessary, though fortunately, Space Yard IIIs can still produce them in 2 turns. |
Re: TDM-ModPack 2.00 BETA
Alpha Kodiak,
yeah I know. That is some waste of resources in full tech games. One way around that would be restricting the maximum size to be built in the *very* early game to 310kt and not include Quantum Reactors in normal colonizers, since you are using advanced colonizers with LC hulls later that will carry them. I have run into a similar problem with the Vikings who use CR for advanced colonizers (couldn't fit all the goodies that I wanted into a LC http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). I don't really want them to be built in the early full tech game, so I set the "maximum ship size from start" in the settings.txt to 410 for the first turns. However, there seems to be a (possible) bug with that. The AI will not use the specified settings in a game with sim movement, turn based works fine. I have posted that some time ago, but got no confirmation on it (Well, I didn't get any answer that it Does work, either. So I guess nobody bothered to check). If somebody could try to reproduce that, I would appreciate it. I just don't want to send in a bug report that has not been confirmed by at least one other person. Mephisto, I have noticed that in the beta patch4 the Orks/Krill use the 33s again for the research. That had been fixed in patch3, but has somehow crawled back in (maybe it is deliberate, so just ignore me if that is the case http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). Oleg, I agree with what you said about the advanced traits in the general.txt file. Rollo |
Re: TDM-ModPack 2.00 BETA
New Statistics up to turn 150:
The Vikings have taken the lead now. That means we have three big empires now of about equal size and all of them are not really fond of each other. No major battles, yet, as all of them are pretty far apart. The overall situation hasn't changed much, though. Sorry about no more information, I wanted to post this yesterday, but couldn't get to the forum. Don't have time to write more now. Rollo |
Re: TDM-ModPack 2.00 BETA
Aquilaeian_AI_General.txt has a typo:
Race Opt 2 Num Characteristics should be 11. The 4th and 5th characteristic are both numbered 4, so the 5th thru 11th should be renumbered. At some point, the Ork .emp files changed name formats; if you used the beta updates, you have duplicate files named "Ork_2000" and "Ork 2000", etc. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>As most people already know, there is a bug/feature which cause problems with random race picking: SEIV does not allow a race to have several advanced traits with combined points exceeding the race set-up limit, even if you make up deficit buy reducing race traits.<HR></BLOCKQUOTE>I'm not certain this is an accurate description of the "bug". It was stated in another thread that the random empires are chosen from the .emp folder; it appears the race settings from AI_General files aren't used there. It isn't clear to me where the race options are used; the Quick Start page looks at the AI_General files, but Quick Start is always a 2000 point game. Race Options 2 and 3 are never called by the software, AFAICT. I went through and checked all the .emp files via Add Existing to a 5000 point start. Every ModPack race spent exactly as many points as labelled; all the original races that haven't been modified for the ModPack only have 2000 point Versions. ------------------ Cap'n Q My first SE IV mod! Hypermaze quadrant The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" [This message has been edited by capnq (edited 15 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Stated by OlegAs most people already know, there is a bug/feature which cause problems with random race picking: SEIV does not allow a race to have several advanced traits with combined points exceeding the race set-up limit, even if you make up deficit buy reducing race traits.<HR></BLOCKQUOTE>
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Stated by CapnqI'm not certain this is an accurate description of the "bug". It was stated in another thread that the random empires are chosen from the .emp folder; it appears the race settings from AI_General files aren't used there. It isn't clear to me where the race options are used; the Quick Start page looks at the AI_General files, but Quick Start is always a 2000 point game. Race Options 2 and 3 are never called by the software, AFAICT.<HR></BLOCKQUOTE>Actually I believe Oleg stated the bug pretty well, but I believe it's bug that was fixed in 1.41. Is it back? I haven't played with ai's in a while. Random placed empires do not use the .emp files. I know that for a fact. Regardless of whether it's a standard or quick start game. They do use the ai_general files. The only use of .emp files is if you specifically place them in the players screen at game startup. Geoschmo |
Re: TDM-ModPack 2.00 BETA
Tried to post this yesterday but the forum would not let me on.
Anyway. I am playing with the Beta Update Version 3 of the new TDM Modpack, Medium Tech start and the Terran race is still using APB II at turn 57. I assume this is due to the 'med tech start' as you start off with APB II's there. Just thought I'd let you know. (they still hold the #1 spot in the game besides this, with my Y'Gath AI firmly in 2nd.) ------------------ "We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'. "Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by."- Kevin McCarthy/David Silva "The Family:Special Effects".. "Long Live the Legion!!"-Comic book fandom... |
Re: TDM-ModPack 2.00 BETA
An interesting problem I've come across:
A "Range Error" will occur after using the combat simulator when playing with the Sergetti. It doesn't matter which ships you use. It does not happen when simulating Sergetti ships as another race. Vildecor |
Re: TDM-ModPack 2.00 BETA
I have posted updated Versions of the Rage and Vaxin in the Mod forum. They address some of the issues that came up in the test games. Let me know what you think!
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Re: TDM-ModPack 2.00 BETA
Goeschmo: the patch 1.41 not fixed all the problems with the random AI generator. Take a look and you will see.
Capnq: Thanks for the report about the typo in the Aquilaeian_AI_General.txt!! Rollo: I forget to test "maximum ship size from start” with simultaneous movement… But I’ll do it! Oleg: thanks for the suggestion and can understand your view, ok? But I will keep the original general.txt like the save files for three reasons: 1) I hope that MM will fix it some day. 2) Although the race will be a bit more strong because will use 1000 extra points, still will be more weak than the *.emp race. 3) With the current bug, I think that if somebody want to play against a challenging race, most the time is forced use the *.emp files. Then, if somebody want to play with random races, should use 5000 points for the AIs or assume that will play against more weak races. |
Re: TDM-ModPack 2.00 BETA
MB, I see what's happening. It used to not decrease characteristics that you had set below 100% in the general text file. It appears he has that part working, but it won't use the extra points in selecting the other attributes. This has been reported to Aaron that it is still not working right?
Geoschmo |
Re: TDM-ModPack 2.00 BETA
For a more in depth discussion of the problem with the AI_General file and randon generation, see this thread:
http://www.shrapnelgames.com/ubb/For...ML/004084.html |
Re: TDM-ModPack 2.00 BETA
Racial Points Bug:
This one has been reported and will be taken care of in the next SE4 Patch. To Deathstalker: Yes, you are correct. I noticed this behaviour myself when I set up a medium Tech game in the past. But unfortunately there is really no way around it, so. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif To Vildecor: I tried to reproduce the bug but it worked fine for me. Might be a problem on your PC. Anyway, thanks that you reported it, that's the only way we can be sure it is not a general problem. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: TDM-ModPack 2.00 BETA
Q"To Deathstalker: Yes, you are correct. I noticed this behaviour myself when I set up a medium Tech game in the past. But unfortunately there is really no way around it, so. "
The only way around this I can see is by making a seperate attack/defense ship that has ABP's and has a line in the 'must have' for a component that is discovered around the same time as the APB's. This way the normal attack/defense ship can not have the APB's listed in it's weapon types. Maybe using the 'scanner jammer' as a must have?? (did'nt look close enough to see if it is developed around the same time.) Or maybe limit it by ship size (ie, if APB's and BattleCruisers are developed around the same time then have APB's added only after BC's are discovered). Just some ideas.... ------------------ "We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'. "Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by."- Kevin McCarthy/David Silva "The Family:Special Effects".. "Long Live the Legion!!"-Comic book fandom... |
Re: TDM-ModPack 2.00 BETA
You could do this but there is a drawback, too (there is always one http://www.shrapnelgames.com/ubb/images/icons/icon7.gif): If anyone "gifts" the AI very good weapons in a multiplayer game (like I use to http://www.shrapnelgames.com/ubb/images/icons/icon7.gif) then the AI will not use it the whole time until it develops it anyway. I think I will let it rest as it is as I think not to many people are using the med. tech start.
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Re: TDM-ModPack 2.00 BETA
quote by myself
"BTW do you want to include the vandron in the new cd burn alpha?" qoute by alpha kodiak "Have to ask the TDM guys what they think. I don't know if they want to add another race this late in the process, but I think the Vandron would do well if it was added." "Tampa, Daynarr, Mephisto, what do you guys think? I can have the final AI done by tomorrow night. Do you want to add the Vandron to the Modpack?" |
Re: TDM-ModPack 2.00 BETA
There seem to be races in the TDM-ModPack (Beta5Update), that are a little bit neglected like the Amon'krie:
Their research file still contains 100% min tech area percent projects, which makes them lose research points without benefit. And in the design vehicle file there are such absurdities as shield regeneration for weapon platforms, that have no shields in their design! So I think their AI files should be carefully controled or the race removed from the ModPack. |
Re: TDM-ModPack 2.00 BETA
Q - The Amon'Krie are not one the modified races. They are included in the mod directory so that they will still be used as a random race, just as the other original non-modded races are. I think what you are seeing are differences betwen the actual original races and what the AI modders have been doing over the Last year.
Chewy - sorry for the delay in getting back to you. Please understand this is a very hard response for me to write. Our problem is one of capacity. In the beginning, for each new Version of the TDM-ModPack, it used to take Mephisto, Daynarr or myself only a few hours to finalize the proper directories, update the readme, TEST, bug the various authors for quick fixes and finally upload to the site. Lately, and especially this Last time, the time involved was close to 20+ hours (Mephisto correct me if am wrong), we have to actually use spreadsheets to keep track of authors/Versions/files and this does not even include modding our own races! Over the past month, we have had to make hard decisions and tell people (even those who already have races in the ModPack) that we do not have any more capacity. So unfortunately at this time we are sort of at capacity. Now, if the public at large is screaming for us to add a race that is kicking everyone's collective butt (that is how the Rage got added B/T/W) we may have to reconsider this policy. Some people want us to just add the majority of the races out there so the ModPack would consist of 60+ races to choose from. But then all we would be doing is zipping up the files and passing all of the problems to the Users. There would be no quality control, no testing, Versions would never come out on time b/c we would be waiting for x or y's latest tweaks, etc. Sorry for the long-winded response, but Mephisto and I have been getting this question a lot lately and instead of just replying to you via e-mail, I thought it better to let everyone know where we stand. Now having said all that, I would like to see the Vandron included on the next CD run, so be sure to post them in the "DEFINITIVE MOD" thread. Thanks -TG [This message has been edited by Tampa_Gamer (edited 18 November 2001).] |
Re: TDM-ModPack 2.00 BETA
Hi,
And now a word about Orkses ... Just wanted to post here and say that I'm having a grand time trying to beat back an Ork invasion. I'm only a year and a half into my game. To my north is a neutral race and a galactic dead end. To the south are the Orks, who showed up about 3-4 months into the game. Their fleet is bigger, they have bigger ships and I'm winning battles by the skin of my teeth. They're building CL hulls while I'm building DDs. They're using DUC5s have armor and now self destruct devices. (I've been spending points on my racial techs: Borg and Temporal.) BTW, this is with hard cp oponents and no bonus, 5000 points 10 good planets, low tech-high cost. I think I'm starting to get a handle on this, but it's still nip and tuck. Fortunately, I have a few boarding ships. Just wanted the Orkses creator to know. Ciao, V'ger gone |
Re: TDM-ModPack 2.00 BETA
hey tampa no problem just thought i'd ask http://www.shrapnelgames.com/ubb/images/icons/icon7.gif i understand completely. As long as Alpha Kodiak agrees i'll gladly post them in the definite mod section. Thanks
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Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q:
There seem to be races in the TDM-ModPack (Beta5Update), that are a little bit neglected like the Amon'krie:<HR></BLOCKQUOTE> <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer: Q - The Amon'Krie are not one the modified races. They are included in the mod directory so that they will still be used as a random race, just as the other original non-modded races are. I think what you are seeing are differences betwen the actual original races and what the AI modders have been doing over the Last year.<HR></BLOCKQUOTE> This really demonstrates the awesome job you guys are doing. The Amon-krie are one of the few default AI that do reasonably well in non-mod games. The fact that the ModPack AI are so much better than them is very interesting IMHO. Geoschmo [This message has been edited by geoschmo (edited 19 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by chewy027:
hey tampa no problem just thought i'd ask http://www.shrapnelgames.com/ubb/images/icons/icon7.gif i understand completely. As long as Alpha Kodiak agrees i'll gladly post them in the definite mod section. Thanks<HR></BLOCKQUOTE> By all means, go for it! http://www.shrapnelgames.com/ubb/images/icons/icon6.gif |
Re: TDM-ModPack 2.00 BETA
Tampa,
Please consider my culture mod for the mod pack. With culture values working properly, they can now have an impact. The cultural values where not balanced. I weighted the values based on how many racial points where needed to achieve the same value. Some cultures actually penalized you. Using neutral as a base with the value 2 in every field, I determined the max point value for the cultures, the equivalent of 800 points. Then I balanced the cultures to all equal the same value. Neutral is now a balanced and truly playable culture. Attached is the excel spreadsheet that I used. I did some weird experimentation with the Xenophobes, but the values could be changed as long as they are balanced. The wrong files got posted in previous Posts by my - sorry about the confustion. |
Re: TDM-ModPack 2.00 BETA
Tampa Gamer said:
"Q - The Amon'Krie are not one the modified races. They are included in the mod directory so that they will still be used as a random race, just as the other original non-modded races are. I think what you are seeing are differences betwen the actual original races and what the AI modders have been doing over the Last year." So why nobody tried to improve these races too? I think that if you use the TDM-ModPack you don't want to play against such weak AI empires, even if they are picked as random computer players. |
Re: TDM-ModPack 2.00 BETA
I'm sorry, Jourin, but the TDM-ModPack contains only AI races. Nearly all the TDM-Modders have a Mod of the game to some extend but we want to provide a Pack anyone can install without any problems normally related to installing a MOD that changes the data files (compatibility, game balance...)
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Re: TDM-ModPack 2.00 BETA
Well, any Modder can just make that many races and keep them up to date. And on a closer look, there are only a few "original" races left. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q: So why nobody tried to improve these races too? I think that if you use the TDM-ModPack you don't want to play against such weak AI empires, even if they are picked as random computer players. <HR></BLOCKQUOTE> |
Re: TDM-ModPack 2.00 BETA
Tampa, I understand. I was just trying to provide balance by correcting the inbalances in the original Culture.txt
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Re: TDM-ModPack 2.00 BETA
Klingon' 2k .emp file has advanced power conservation racial trait instead of natural merchants. Since AI-construction file is tuned to the default natural merchant Klingons, AI does't build any space ports when Klingons are selected via .emp file. Not good http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
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Re: TDM-ModPack 2.00 BETA
I just uploaded the final Version of the TDM-ModPack 2.00 to the scenario board. Have fun!
[ 02 December 2001: Message edited by: [K126]Mephisto ]</p> |
Re: TDM-ModPack 2.00 BETA
Mephisto, that zip appears to be corrupted. Can you upload it again?
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Re: TDM-ModPack 2.00 BETA
Thanks Meph.
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Re: TDM-ModPack 2.00 BETA
YUP, CW's right, it's screwed. "Invalid file structure" error here.
[ 02 December 2001: Message edited by: Tenryu ]</p> |
Re: TDM-ModPack 2.00 BETA
Winzip says:
"Error [<file path on my hard drive>]: start of central directory not found; Zip file corrupt. Possible cause: file transfer error. Please press F1 for help. Doing so brings up this winzip help file: "Message WZ54 This error occurred during internal Zip processing. Correct the error and retry the operation." I hope that helps. |
Re: TDM-ModPack 2.00 BETA
yep, some problem here.
I had the same problem with the "outta control" Mod. Maybe the uploads don't work correctly. (Just guessing here). Rollo |
Re: TDM-ModPack 2.00 BETA
Richard, no good... the problem is still there. My 4th copy of the file is still faulty. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: TDM-ModPack 2.00 BETA
He just reuploaded it, the old copy was corrupt because of the problem I described.
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Re: TDM-ModPack 2.00 BETA
Ok, I uploaded the file again, it is now working (thanks, Richard!).
[ 10 December 2001: Message edited by: [K126]Mephisto ]</p> |
Re: TDM-ModPack 2.00 BETA
Richard, Meph, Thanks again.
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Re: TDM-ModPack 2.00 BETA
The files are correct, something is wrong with the download. I tested it with 3 zip files and all were corrupted after the download. I have mailed Richard about it.
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Re: TDM-ModPack 2.00 BETA
Okay the issue has been fixed. Problem was that NT (I HATE MICROSOFT!!!) makes a distinction between binary and text files on the OS levels and Perl was confused and thought all binary files were text.
Anyway it's fixed http://forum.shrapnelgames.com/images/icons/icon7.gif . |
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