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  #1  
Old April 6th, 2007, 09:02 PM

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Default Self replication

I am working on a mod involving an alien race of giant bacteria. Each ship is fighter sized and contains a fighter bay which produces the same ship. After a lot of tweaking i sorted the speeds on the fighter bay so that I get a nice exponential effect with their reproduction; 1,2,4,8,16 etc, and they are weak enough that a good ship can take out large numbers.

However, in the simulator or more rarely in the real game, after a battle is completed and zooms out and if the bacteria have survived, the game crashes. This doesn't always happen; if the bacteria are all destroyed, or if the player retreats before many have reproduced, the game runs as normal.

The problem can not be that there are too many ships as production eventually stops when they reach their limit, is there some other reason why this would not work? Thanks
  #2  
Old April 8th, 2007, 07:36 PM
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Fingers Fingers is offline
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Default Re: Self replication

Can you attach a version of the mod (zipped) or upload it to a website so I can take a look at it?

There's a chance this could be related to the crash some people have experienced with the Ravian encounter, so if it's reproducible it may help me find the root cause.
  #3  
Old April 9th, 2007, 11:27 AM

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Default Re: Self replication

Ok, I've attached it here. I don't think the fact that it is self replication is actually significant as I have now created two ideantical ships with different names; one of which starts and then produces the other, but the bug continues as before.

There are a few more things I've come across in the rest of the mod, I don't know if anyone has seen any of them before but I can't find them on the forums;
1) I have a trader race who starts of neutral and is set to friend by a quest which can occur before he is encountered. In this case, when summoned, the unknown radar graphic appears on the world map and trade starts. When the planned is then "viewed" the radar come up. When "engage" is selected, no message opens, the radar on the world map vanishes and the trader ship is seen to arrive from the planet he was on before again, not just be uncovered.
2) The same trader has only 4 items in his inventory, instead of 10.
3) One quest adds two years to the mission time limit using ADDT. However, if you return to Hope with more time left than you set out with, your score is increased to several million. Interestingly, my ship appeared at the second bottom rank with a score of 18million.
4) I tried to set up a wish loop; I have on page 8 "WISH -1 9" which works as normal, and then on page 9 is another "WISH -1 9". Supposedly if your first item fails, you can try again and again until you find a succesful item and then it closes. However, page 9 does not show up as being a wish.
5) Not so much a problem but a question. Is it possible to make a quest always occur if and only if another quest occurs? I have two quests that I want together to make a main quest, at the moment they are both set to always.

Thanks again, Guard
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Old April 9th, 2007, 11:27 AM

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Default Re: Self replication

Hmm how do you attach zipped mods to a post
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Old April 9th, 2007, 11:29 AM

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Default Re: Self replication

Ah found it I think
Attached Files
File Type: rar 510318-The Macrobacteria Quests.rar (870.7 KB, 201 views)
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Old April 10th, 2007, 05:36 AM

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Default Re: Self replication

Oh don't all go downloading that; a) its rubbish, b) I don't have copyright for those pics, they're just fillers till I make my own
  #7  
Old October 15th, 2007, 11:40 AM

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Default Re: Self replication

Are you still working on this?

Of the 5 glitches you mentioned:

1-3) No clue what's causing those.

4) I'm really not sure, but it may be that a page can't lead directly back to itself. Have you tried making page 9 say WISH -1 8? That might work, and should still retain the functionality you were looking for.

5) Pretty certain you can do this with user variables. Have your first quest set to event, the second to always. On the first one, include a user variable via the SVAR command. On the second quest you include a CONDITION that requires a particular setting of that variable in order for anything to happen. Just make sure that something in your mod (either of those two quests, or a late-game entry in the GAME_BRASS etc files) sets it back to the default starting variable (otherwise you could often end up with items in the second quest triggering because you'd met their requirements in a previous game). I have something very similar in a mod I'm working on now, and it seems to work fine.
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