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Old November 14th, 2001, 01:45 AM
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Rollo Rollo is offline
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Default 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 ). 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 ).

Oleg, I agree with what you said about the advanced traits in the general.txt file.

Rollo
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