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  #1  
Old September 2nd, 2001, 09:38 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: New tech mod plan

Take a peek at the other ruins techs, and copy them.

Within the TechArea.txt,
"Unique Area := 4"
is the key, and must be set to a value greater than one.
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Old September 2nd, 2001, 09:40 PM

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Default Re: New tech mod plan

I did that, and it still shows up.

EDIT: DOH! Minor typo. I has 0 instead of 1 in thr required tech.

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[This message has been edited by Phoenix-D (edited 02 September 2001).]
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Old September 3rd, 2001, 02:13 AM

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Default Re: New tech mod plan

Few other bug fixes, but I've got a fairly major AI problem.

The mod has upgraded Versions of some ships. The AI wil research them fine, but then it won't use them! Even when, say, Cruiser IV is available, it still uses cruiser I.

EDIT: OK, found a fix. Not the best way for it to work, but it will have to do. Adding 10k to each size as it's upgraded does the job. That won't work for fighters and sats though..

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[This message has been edited by Phoenix-D (edited 03 September 2001).]
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Old September 3rd, 2001, 03:21 AM

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Default Re: New tech mod plan

Beta 4.5 time! Rollo pointed out a few problems.. fixed. Fighter cost increased, Missile Rack and Launcher adjusted, AI adjusted.

This is mostly because of Rollo being willing to stay up til 1 AM to do a fast test game with me Bug fixes, changes to allow the AI to use the bigger ship sizes, AI changes for better early-game performance.

I kinda forgot about the "don't build ships above this size for so many turns" setting in the AI_settings file. So I had to go back and tell the AI to research some of the smaller ships to keep itself in the running until the big boys come on-line.

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[This message has been edited by Phoenix-D (edited 04 September 2001).]
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Old September 3rd, 2001, 04:24 AM

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Default Re: New tech mod plan

Just finished up a single player test game.

Scores as of my elimination: (2402.4)
Amrorki: 155.7
Toltayan: 154.3
Krill: 149.2
Jarenar: 147.9
Terrans: 142.5
Drushoka: 138.1
Ukra-Tal: 133.7
Xi'Chung: 128
CueCappa: 119.5

I was immediately swamped by AIs, and in the need to defend myself, only got one colony out. I got a peace treaty with the Terrans, and neutralized the Xi'Chung via a repeat-order minefield. I went for the Warp cannons as weapons.

The Krill were to my south, and gave my serious problems. The warp point into their space was too far for me to mine it continuously, and they broke through. One turn, they got to my homeworld. The next, I was down to two homeworlds and a colony in the system to the north.

With a minefield blocking the Krill, I counterattacked with two destroyers. They met and were destroyed by a pair of Krill ships, inflicting only minimal damage. I couldn't replay that fight for some reason, SE4 spit out an error when I tried.

That turn, I decided I needed help. Earlier, I had secured non-agression treaties from every race but the Xi-Chung and Krill. I tried to get trade relations with them now. The terrans rebuffed me, everyone else accepted. I tried buttering up the Terrans, who has been sending attack fleets through my systems to hit the Xi'Cung.

BAD idea. Next turn, the terrans break their treaty- without declaring war- and blockade my remaining worlds. Wham, bam, that's the game for me..

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Old September 4th, 2001, 02:54 AM

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Default Re: New tech mod plan

Beta 4.6- fixed the Mass Driver, it only had one tech level needed instead of two. Fixed the mounts so the lower tech ships can use them too.

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  #7  
Old September 15th, 2001, 07:24 AM

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Default Re: New tech mod plan

Still going. Right now, I'm trying to find a better way of upgrading ships..the chassis screen just gets too messy.

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