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  #1  
Old September 24th, 2003, 02:07 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.

This is something I've looked into trying for other mods.
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  #2  
Old September 25th, 2003, 01:27 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by QuarianRex:
quote:
Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1.
That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).

Quote:
Originally posted by E3:
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.

This is something I've looked into trying for other mods.
Who is to say that colonies can not rebel and form independant nations?

[ September 25, 2003, 00:30: Message edited by: Imperator Fyron ]
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Old September 25th, 2003, 02:23 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

the 20 races thing only plays a problem if u want random generated AI races... like with only 2 (maybe 4 races) how hard is it to set em up ur self, and turn off the generator?

the mod sounds like a great idea, and i'd be interested in helping out...

AeroTech and the AIs could make for 2 more races as well... AIs could be P/Ns, AeroTech would be like earth more... maybe have access to some Chig Tech...

[ September 25, 2003, 01:26: Message edited by: openair ]
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Old September 25th, 2003, 06:37 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory.
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Old September 25th, 2003, 08:09 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Some images I found that might be useful.
1064469885.zip

Images in folder one are from
http://www.space-readyroom.de/

Images in folder Two are from http://www.swooh.com/peon/diamondgeezer/index.htm
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Old September 26th, 2003, 01:32 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by TNZ:
The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory.
No, that won't help. This is an error that MM has acknowledge. I just hope it gets fixed in that hoped-for final patch for SE:IV.
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Old September 25th, 2003, 06:39 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Just use modded stock races to fill out the 20-race requirement. Maybe the Eee and the Fazrah and all the rest of the crew were out there in the SAAB universe and just didn't get a chance to appear before the show was cancelled.
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