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November 15th, 2001, 05:16 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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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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Join Date: Jan 2001
Location: Ohio
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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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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
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November 15th, 2001, 06:55 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: TDM-ModPack 2.00 BETA
Racial Points Bug:
This one has been reported and will be taken care of in the next SE4 Patch.
To Deathstalker: Yes, you are correct. I noticed this behaviour myself when I set up a medium Tech game in the past. But unfortunately there is really no way around it, so.
To Vildecor: I tried to reproduce the bug but it worked fine for me. Might be a problem on your PC. Anyway, thanks that you reported it, that's the only way we can be sure it is not a general problem. 
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November 15th, 2001, 07:13 PM
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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
Q"To Deathstalker: Yes, you are correct. I noticed this behaviour myself when I set up a medium Tech game in the past. But unfortunately there is really no way around it, so. "
The only way around this I can see is by making a seperate attack/defense ship that has ABP's and has a line in the 'must have' for a component that is discovered around the same time as the APB's. This way the normal attack/defense ship can not have the APB's listed in it's weapon types. Maybe using the 'scanner jammer' as a must have?? (did'nt look close enough to see if it is developed around the same time.) Or maybe limit it by ship size (ie, if APB's and BattleCruisers are developed around the same time then have APB's added only after BC's are discovered).
Just some ideas....
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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...
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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...
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November 15th, 2001, 07:29 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: TDM-ModPack 2.00 BETA
You could do this but there is a drawback, too (there is always one  ): If anyone "gifts" the AI very good weapons in a multiplayer game (like I use to  ) then the AI will not use it the whole time until it develops it anyway. I think I will let it rest as it is as I think not to many people are using the med. tech start.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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November 16th, 2001, 07:39 AM
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Second Lieutenant
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Join Date: Mar 2001
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Re: TDM-ModPack 2.00 BETA
quote by myself
"BTW do you want to include the vandron in the new cd burn alpha?"
qoute by alpha kodiak
"Have to ask the TDM guys what they think. I don't know if they want to add another race this late in the process, but I think the Vandron would do well if it was added."
"Tampa, Daynarr, Mephisto, what do you guys think? I can have the final AI done by tomorrow night. Do you want to add the Vandron to the Modpack?"
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