|
|
|
 |

June 27th, 2001, 05:52 PM
|
First Lieutenant
|
|
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Bug in 1.41
If you want more ruins, I've posted a small mod to give you more. Maybe to many, but this is easily changed.
|

June 27th, 2001, 06:30 PM
|
First Lieutenant
|
|
Join Date: Oct 2000
Location: San Diego, CA, USA
Posts: 731
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug in 1.41
Uhh, the limits on mines have me totally confused.
What is the limit? Is it like 100 per sector, or 100 per system, or what?
|

June 27th, 2001, 07:58 PM
|
First Lieutenant
|
|
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Bug in 1.41
The default is 100 mines per sector.
|

June 30th, 2001, 05:33 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug in 1.41
Stone Mill & Taqwus,
About your problems with no unique planets present, were you by chance playing with warp points not connected?
I decided to try a game like that, after learning the benefits, and was using my unique tech mod. There is about a 20% chance of any planet being unique. After 50 turns no player, out of 15, had found a unique planet anywhere. This sound like a bug to me.
Did some further testing and it appears to be related to generating a map. I started 10 games as an ancient race. 5 games I generated a map before clicking begin game and 5 games I did not generate a map. Every game I generated the map there were zero special planets. Every game I did not generate the map for I had special planets. Can anyone else confirm this? I am using a heavily modded Version.
[This message has been edited by Marty Ward (edited 30 June 2001).]
|

June 30th, 2001, 02:11 PM
|
Private
|
|
Join Date: Jan 2001
Location: Nashville, TN, USA
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug in 1.41
Playing with 1.41 this week, I noticed the following concerning the unique techs. If you click the generate map button on the Quadrant set-up screen, you will not get unique techs. If you wait and have the map generated when you click the Begin Game button, the unique techs are correctly placed.
|

June 30th, 2001, 04:11 PM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bug in 1.41
Thanks MRH, guess it's not my game only. Did you notice this in any earlier Versions? I've always let the map generate after I click begin.
|

June 30th, 2001, 06:40 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Bug in 1.41
quote: Originally posted by Marty Ward:
Stone Mill & Taqwus,
About your problems with no unique planets present, were you by chance playing with warp points not connected?
I decided to try a game like that, after learning the benefits, and was using my unique tech mod. There is about a 20% chance of any planet being unique. After 50 turns no player, out of 15, had found a unique planet anywhere. This sound like a bug to me.
Did some further testing and it appears to be related to generating a map. I started 10 games as an ancient race. 5 games I generated a map before clicking begin game and 5 games I did not generate a map. Every game I generated the map there were zero special planets. Every game I did not generate the map for I had special planets. Can anyone else confirm this? I am using a heavily modded Version.
[This message has been edited by Marty Ward (edited 30 June 2001).]
Ahhh. All warp points in my game ARE connected, but I believe that I did click 'generate map' before starting the game.
------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|