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  #1  
Old February 6th, 2002, 10:41 PM
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Default Bug with random races, status ?

I have examined the following bug with SE4 ver 1.49 , TDM modpack 2.00 :

- set player settings to high (5000) racial points
- randomly create empires
- save the newly created empires
- compare characteristics with the according ai_general.txt file

I have seen the following differences:

Aquilaeian (3 times the same result):
SY rate should be 125, but has been 100. 1000 points have been left (enough to set SY rate to 125)

Eee:
Reproduction should be 120, but has been 100. 500 points have been left, ok this could be because the ai_general would need more points than available

Toron:
Hardy Industrialists Trait missing, 1000 points left (would be enough for the missing trait)

Checked the files for typos already. Random creation of races seems to be not stable ?!

Searched the forum befor posting this, have found a similar observation, but since the race points are not exceeded in Toron and Aquilaeian: What's the status on this, any theories ?

See also:
http://www.shrapnelgames.com/cgi-bin...&f=23&t=004084
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  #2  
Old February 7th, 2002, 12:23 AM
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Default Re: Bug with random races, status ?

Thanks for the hint, I think you will like this:

Version 1.52:
3. Fixed - When the AI generates an empire, it was not using all of
the racial points from characteristics. The AI will now
purchase characteristics first, then advanced traits.

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Old February 7th, 2002, 12:44 AM
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Default Re: Bug with random races, status ?

Note that that does open up another problem:
AI's won't take zero- or negative-cost advanced traits if they're down to zero after buying those characteristics.

A fairly minor limitation, only applying to certain mods.
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Old February 7th, 2002, 11:38 AM
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Default Re: Bug with random races, status ?

quote:
Originally posted by [K126]Mephisto:
.... The AI will now
purchase characteristics first, then advanced traits.




Thanks, but I don't think it would help in these cases. The ai_generals do not exceed the points (in case of Aquileaians and Torons, and I just have tested some of the races yet). To change the order of purchasing would not do it, right ?

I use the random function a lot, cause if I mod the racial traits I always have to create new emp files which is done easiest by the random creation. All right, I guess I have to spend some extra time to double check every emp file from now on...
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Old February 7th, 2002, 12:40 PM
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Default Re: Bug with random races, status ?

The problem was that the AI would pick the advanced traits first and the characteristics second. If you set a characteristic to 50% so you could get an advanced trait that was otherwise to expensive it did not work. This is the case for the Torons. Now the AI will first spend and gain points on the characteristics and then buy the advanced traits with the remaining points.
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Old February 7th, 2002, 12:57 PM

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Default Re: Bug with random races, status ?

So it would be impossible to have a pre-built race with emotionless in a 2k points game?

But it works with .emp files right?
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