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November 15th, 2001, 05:21 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: TDM-ModPack 2.00 BETA
quote: Stated by OlegAs most people already know, there is a bug/feature which cause problems with random race picking: SEIV does not allow a race to have several advanced traits with combined points exceeding the race set-up limit, even if you make up deficit buy reducing race traits.
quote: Stated by CapnqI'm not certain this is an accurate description of the "bug". It was stated in another thread that the random empires are chosen from the .emp folder; it appears the race settings from AI_General files aren't used there. It isn't clear to me where the race options are used; the Quick Start page looks at the AI_General files, but Quick Start is always a 2000 point game. Race Options 2 and 3 are never called by the software, AFAICT.
Actually I believe Oleg stated the bug pretty well, but I believe it's bug that was fixed in 1.41. Is it back? I haven't played with ai's in a while.
Random placed empires do not use the .emp files. I know that for a fact. Regardless of whether it's a standard or quick start game. They do use the ai_general files. The only use of .emp files is if you specifically place them in the players screen at game startup.
Geoschmo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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November 15th, 2001, 05:39 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: TDM-ModPack 2.00 BETA
Tried to post this yesterday but the forum would not let me on.
Anyway. I am playing with the Beta Update Version 3 of the new TDM Modpack, Medium Tech start and the Terran race is still using APB II at turn 57. I assume this is due to the 'med tech start' as you start off with APB II's there.
Just thought I'd let you know. (they still hold the #1 spot in the game besides this, with my Y'Gath AI firmly in 2nd.)
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"We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
"Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by."- Kevin McCarthy/David Silva "The Family:Special Effects"..
"Long Live the Legion!!"-Comic book fandom...
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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November 15th, 2001, 07:03 AM
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Private
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Join Date: Nov 2001
Location: Oklahoma City, OK, USA
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Re: TDM-ModPack 2.00 BETA
An interesting problem I've come across:
A "Range Error" will occur after using the combat simulator when playing with the Sergetti. It doesn't matter which ships you use. It does not happen when simulating Sergetti ships as another race.
Vildecor
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November 15th, 2001, 04:27 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: TDM-ModPack 2.00 BETA
I have posted updated Versions of the Rage and Vaxin in the Mod forum. They address some of the issues that came up in the test games. Let me know what you think!
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My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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November 15th, 2001, 05:16 PM
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Colonel
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Join Date: Jul 2000
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Re: TDM-ModPack 2.00 BETA
Goeschmo: the patch 1.41 not fixed all the problems with the random AI generator. Take a look and you will see.
Capnq: Thanks for the report about the typo in the Aquilaeian_AI_General.txt!!
Rollo: I forget to test "maximum ship size from start” with simultaneous movement… But I’ll do it!
Oleg: thanks for the suggestion and can understand your view, ok?
But I will keep the original general.txt like the save files for three reasons:
1) I hope that MM will fix it some day.
2) Although the race will be a bit more strong because will use 1000 extra points, still will be more weak than the *.emp race.
3) With the current bug, I think that if somebody want to play against a challenging race, most the time is forced use the *.emp files. Then, if somebody want to play with random races, should use 5000 points for the AIs or assume that will play against more weak races.
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November 15th, 2001, 06:08 PM
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National Security Advisor
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Re: TDM-ModPack 2.00 BETA
MB, I see what's happening. It used to not decrease characteristics that you had set below 100% in the general text file. It appears he has that part working, but it won't use the extra points in selecting the other attributes. This has been reported to Aaron that it is still not working right?
Geoschmo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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November 15th, 2001, 06:12 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: TDM-ModPack 2.00 BETA
For a more in depth discussion of the problem with the AI_General file and randon generation, see this thread:
http://www.shrapnelgames.com/ubb/For...ML/004084.html
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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