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  #1  
Old January 25th, 2001, 10:13 PM

SunDevil SunDevil is offline
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Default Posted: Updated Default Races


I've updated all the default and neutral races to handle diplomacy a lot better. You can now download it in the mod section. I would appreciate feedback considering its Version 1.0.

The changes that I've made were to make each default race act more like their given description. I hope you enjoy.

P.S. If Aaron or MM have a problem with this update just let me know.
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Old January 25th, 2001, 11:55 PM

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Default Re: Posted: Updated Default Races

bump.
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Old January 26th, 2001, 12:11 AM
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Default Re: Posted: Updated Default Races

SunDevil- I will try these out tonight after my wife goes to sleep (I'm already in deep $%&# for the amount of hours I have spent "modding"). Anyway, you might want to delete your first post of the Abbidon files over in the download section since your second, combined file seems to contain an update of these earlier files.
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Old January 26th, 2001, 05:27 PM
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Default Re: Posted: Updated Default Races

SunDevil-

I didn't get to play with them Last night. In fact I wasn't allowed to boot up my computer at all Anyway, have done some comparisons against my Darlok and have the following observations:

(1) I see you didn't like the max ship size tonnage either.

(2) Have you seen any difference with the max turns to wait until next attack? I did some earlier experimentation with us, but did not pursue.

I did not see any glaring spacing errors while scanning and definitely see that if all of the lines work as indicated, this should make the AI personalities more consistent with their racial description. Nice Job!
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Old January 26th, 2001, 05:36 PM

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Default Re: Posted: Updated Default Races

Tamap_Gamer:

I've played about six games with these files and the races who are suppose to be aggressive and warmongers are, and the races who are in the middle have some peace treaties and some are at war. The peaceful races have treaties with other peaceful races and some middle races and are at war with the aggressive war mongers. Overall, I would see this was a good first step.

1. With the max tonnage, you were right, and I will right now give you credit for that. Having a max tonnage doesn't make much sense if all races start out with full tech.

2. With the max turns, I think it is interlinked with how many systems some races target when they get angry. So if they target 30% of one of their enemies systems, and they attack one of them, they then wait so many turns before they attack that same system or another system within that 30% again.

Thank you for taking a look at it, I'm going to keep playing with it, by I was wondering if there was a chance to maybe add this to the next Version/or future Version of the mod pack?
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Old January 26th, 2001, 05:56 PM
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Default Re: Posted: Updated Default Races

SunDevil-

There is absolutely no reason to give me credit for anything, we are all "discovering" how these files interact and work with each other so we will all be using each other's work as an example of what to do/not to do. On the next Mod Pack - Yes, absolutely - if Daynarr and Mephisto agree and it play tests ok this weekend. I think we are shooting for the end of next week for the next Version of the Mod Pack. In the meantime, I really need to isolate this intermittent index error that was reported by two people - any help would be appreciated!

[This message has been edited by Tampa_Gamer (edited 26 January 2001).]

[This message has been edited by Tampa_Gamer (edited 26 January 2001).]
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