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  #61  
Old October 24th, 2007, 06:55 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I think that the number just tells you where it's going to start crashing. I can get other completely inexplicable behaviors to show up as well. For example: On this lastest patch (before I put it out) the Sphyrna showed up all the damned time even though they only had two ships. Then I juggled some people around and now they never ever ever show up in the intro fight. However, the corrupted tan ru are lower on the totem pole, but they show up constantly. I can't figure it out. I mean it must be some kind of hitch in the random number generation or something.
  #62  
Old October 24th, 2007, 07:44 PM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I started a small map with the frigate, and found that the Muktian homeworld was at Glory. They immediately engaged me in combat even though I clicked Leave (I guess because I didn't have anywhere to leave to yet) but I was able to flee to a nearby star. Later I found the Mantle of Babulon so I was able to finish the mission without killing them.

I wouldn't mind if that issue is never fixed, really. It makes for an interesting game as long as it only happens on occasion.
  #63  
Old October 24th, 2007, 08:29 PM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

Haha, you're kidding!
Dammit, I KNOW I didn't do anything like that.
  #64  
Old October 24th, 2007, 11:45 PM

Alphasite Alphasite is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I ran into a Cambrian fleet on the second game.

I also ran into the Sphyrna on the third game.
  #65  
Old October 24th, 2007, 11:47 PM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I forgot to mention I also found the Combobulator.
  #66  
Old October 25th, 2007, 02:32 AM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

It happened again! This time it was a medium map, with the Zorg homeworld at Glory.

I managed to find an Aethric Mirror to get them out of the way, and then hired the Kuti to make them like me.

Maybe this has to do with how you rearranged the order of the races?

I haven't run into Tchorak or the Corrupted Tan Ru yet in this version.
  #67  
Old October 25th, 2007, 03:45 AM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

The corrupted tan ru only show up in a mainquest, although if I can't get that working to suit me, maybe I'll change that. And yeah, the Tchorak don't tend to show up like this either. The problem I keep getting now is that some race homeworld will appear on the map, but no fleet. I know this happens if you manually place a homeworld and then that race doesn't happen to randomly be in that game. I can't imagine that a quest is doing all of this, but maybe it is.

I'm going to tweak a couple of things and then repost the patch
  #68  
Old October 25th, 2007, 04:01 AM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

How'd you like the combobulator? I was so sad when the THIF flag didn't work. My original intention was to make 4 or 5 of them, only one would load per game.

The function was to have been this: YOu click it, it steals a tech item, and gives you another. it then removes itself and gives you the next version. That one removes tech and gives a living thing...and replaces itself, then one gives you a unique item, and replaces self, then I was going to work in some other tech things, and finally end the chain with something extremely undesirable.
  #69  
Old October 25th, 2007, 11:18 AM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

The THIF flag sounds like it's for the Esmerelda event, right? In that case, wouldn't the old version of the combobulator show up for trade at an alien homeworld?

I think it might work if you use the REMV flag like the Golden Cannister does. I'll try to try this out.
  #70  
Old October 25th, 2007, 11:43 AM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

The problem is that with the REMV flag, you have to specify an item name, like dv_canister. So you can't do what I want it to do and randomly "recombobulate" items in your cargo.

In an ideal world, I'd be able to THIF with a device and also be able to specify my own item FLAGs. In addition to tech, loot, life, etc., I could put in combobulator, and then ITMS 1 combobulator, so it'd be completely random as to which one you'll get after you use it. On top of that, if I could have a way for it to set off the bomb without prompting for a time (this may be possible, I don't remember) or to put on a NOVA at the current star upon item use, then I can make the one bad combobulator REALLY bad. There would probably also be a nonfunctional one, so you couldn't just do it forever.

These flags would also help me with a mainquest I'd like in the game, but I'll share that another time.
 

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