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  #1  
Old November 7th, 2001, 09:09 PM
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Default Re: TDM-ModPack 2.00 BETA

Thanks
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  #2  
Old November 7th, 2001, 09:16 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Rollo:

1) The Colonials and Drakol do not research astrophysics1 in not connected state, so they cannot research stellar manipulation either...
Races included are the ones mentioned in the readme to have major reworks (Jraenar, Praetorian, UkraTal, Terran, Xiati), the new ones (Vaxin , Orks), the Romulan and Klingons, and the Space Vikings (of course, ). I am playing the Norak under full minister control. edit: (and not getting the low bonus. So don't worry about them Daynarr . I will include your races in my next test).



Rollo- Thanks for the roll call that is exactly what we need so keep it coming. I will immediately fix the research files. Thanks for the catch.

Also FYI - the Dra'kol, Piundon and Colonials were completely reworked too so somebody please add them to their game and give constructive criticism

Thanks
-TG
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Old November 7th, 2001, 09:59 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by [K126]Mephisto:
As usual there are two sides of the medal.
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises.



I agree with you and I am not saying that lower numbers should be used in general. However, certain tech levels (e.g low level armor and weapons , Adv. Mil. Sci., and other 5000 point stuff) could use lower numbers to prevent research loss. Just MHO.

I'll post more of my test game later.

Rollo

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Old November 7th, 2001, 10:55 PM
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Default Re: TDM-ModPack 2.00 BETA

Shadows_AI_General.txt has "Political Savvy" misspelled under all three Race Options.

I'm playing the Dra'kol. First Contact with the Colonials on 2401.9; when I tried to set Players to human control to get stats, 1.49 wants a Game Master password?!? In a solo turn-based game?!?!?

I have the Dra'kol in 2nd place as of 2402.0, in a 12 player solo game with the default Quick Start options.

It was really cool to see my Hypermaze listed in the compatible mods. I've been waiting for TDM to start working on v1.1, just to conserve HD space.

While I was downloading TDM 2.0 today, FedEx showed up with my copy of Runesword II. How am I supposed to get anything done around here?

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My first SE IV mod! Hypermaze quadrant
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not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 07 November 2001).]
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Old November 7th, 2001, 11:35 PM

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Default Re: TDM-ModPack 2.00 BETA

Capnq,
Looks like the Shadows files in modpack are old ones too.
The Shadows_General.txt file I sent for inclusion into modpack had "Political Savvy" correctly spelled.

I have posted the files I sent to Mephisto in the races archive so that players are recommended to use these until things are sorted out. The modpack EMP files should be used though as Mephisto made a correction to each of those files.
Regards,
GE.

PS: Its a huge job that Mephisto has undertaken and some bugs were bound to crop up!
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Old November 7th, 2001, 11:58 PM
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Default Re: TDM-ModPack 2.00 BETA

Dear all,
please make sure to use the BetaUpdateI.zip that I posted earlier today (see some Posts below). It contains the newest files from God Emperor for sure. If your errors still persist, it is a bug in the new files. Please report them if you encounter any. Thanks in advance!
Mephisto/BetaUpdateI.zip]http://forum.shrapnelgames.com/ubbuploads/[K126]Mephisto/BetaUpdateI.zip

[This message has been edited by [K126]Mephisto (edited 07 November 2001).]
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Old November 8th, 2001, 12:04 AM
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Default Re: TDM-ModPack 2.00 BETA

Okay, I have continued my test .
Look at jpg for stats.

Diplomacy (turn 50):
Norak (me): T&R with Vikings, none with Jraenar, war with Terran & Romulans, MA with Vaxin
Space Vikings: T&R with Norak, war with Jraenar, none with Praetorians, TA with UkraTal, TA with Terrans, war with Xiati, T&R with Orks, TA with Klingons
Jraenar: none with Norak, war with Vikings, none with UkaTal, war with Terrans, none with Xiati, TA with Orks, war with Klingons
Preatorians: none with Vikings, none with Terrans, war with Vaxin, P with Romulan
UkraTal: TA with Vikings, none with Jraenar, war with Orks, TA with Klingons
Terrans: war with Norak, TA with Vikings, war with Jraenar, none with Praetorian, P with Romulans
Xiati: war with Vikings, none with Jraenar, P with Vaxin
Vaxin: MA with Norak, war with Praetorians, P with Xiati, war with Romulans
Orks: TR with Vikings, TA with Jraenar, war with UkraTal, war with Klingons
Romulan: war with Norak, P with Praetorians, P with Terrans, war with Vaxin
Klingons: war with Orks

other things (I have checked for research now every 5 turns after saving. After checking on the races, I always reload so the races don't get "disturbed" by my checks):
Romulans: research loss on turn 35 after PPB1 and sm. Weap. 2, and on turn 45 after construction and sm. Weap.3
Klingons: on turn 35 after PPB1 and sm. Weap2, on turn 50 after mines1 and repair1
UkraTal: on turn 40 after mines1 and repair1
Vikings: on turn 45 after physics2, ship capture2 and engine overload2; also the Vikings captured a Xiati homeworld between turn 40 and 45 with troops (WooHoo!)edit: but that was glassed by turn 50 (Boo!)
Jraenar: IMHO the small fighters are too slow with only 5 engines (movement 3 in combat), I have just seen a single enemy LC on max. range destroy two carrierloads of fighters without harm (and that was strategic combat, needless to say what a human player in tactical would do)

Okay, more to come...
Rollo

[This message has been edited by Rollo (edited 07 November 2001).]
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