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  #1  
Old November 15th, 2001, 06:08 PM
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Default 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?

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Old November 15th, 2001, 06:12 PM
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Default 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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Old November 15th, 2001, 06:55 PM
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Default 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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Old November 15th, 2001, 07:13 PM
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Default 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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Old November 15th, 2001, 07:29 PM
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Default 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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Old November 16th, 2001, 07:39 AM

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Default 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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Old November 18th, 2001, 12:30 PM
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Default Re: TDM-ModPack 2.00 BETA

There seem to be races in the TDM-ModPack (Beta5Update), that are a little bit neglected like the Amon'krie:
Their research file still contains 100% min tech area percent projects, which makes them lose research points without benefit.
And in the design vehicle file there are such absurdities as shield regeneration for weapon platforms, that have no shields in their design!
So I think their AI files should be carefully controled or the race removed from the ModPack.
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