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  #1  
Old January 26th, 2001, 08:14 PM
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Default Re: Posted: Updated Default Races

Mephisto, I have not confirmed that it is the Darloks. However, I have a save game from the first error reported and it does appear to pop up as soon as the screen says "player x taking turn" where player x is the Darlok. But again, I do not know whether there would other algorithms/modules being executed by AI that would cause this to come up at that point. When I went to the file it appeared to be huge mid-life galaxy (modified to have extra planets), 5000 racial points with a lot of races playing including the three "mod" races (turn 37). When I went back and turned it over to human control for that turn, it appeared that a message was coming up stating a colonizer was filled to capacity. I would hope that this message would not be causing that error? Anyway, I have inspected all of our files (yours and Daynarr's as well as mine - nothing except a few extra spaces in the Darlok anger file which seemed to have no effect on my test games). So I am still looking.
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Old January 26th, 2001, 10:08 PM

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Default Re: Posted: Updated Default Races

Tampa_Gamer:

I found a few things that need to tweaked a little.

1. Still finding that races that are in the red (as in hatrd, angry....) can still make Trade Alliances with each other. Is there a way to find out what the cut-off is for each kind of mood, or is it going to be good ole play-testing?

2. Some of the peaceful races are a little too forgiving of past aggressions, I know how to change this so it will be revised.

Everything else I've seen is going well, I've been playing with some of the design files of the ai races to build more colonizers to have more planets and its working okay.

When you get a chance to play with my mod, let me know what you think.

P.S. From the Posts about the range check error, it might have something to do with your ship design files.

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Old January 26th, 2001, 10:15 PM
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Default Re: Posted: Updated Default Races

SunDevil - Congrats on your promotion . On another note - based on your earlier discussion threads about limiting the amount of AI constructed facilities, I experimented and added that concept into the Darlok facility build queues. B/T/W thanks - you should get credit for that concept. However, I am wondering whether you still use this in your mods? The reason I ask is this was one of the many significant changes I made between Version 1.31 and 1.35 and I am backtracking all the changes I made to isolate this reported index error that some people are getting. So have experienced any problems limiting the facilities?
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Old January 26th, 2001, 10:34 PM

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Default Re: Posted: Updated Default Races

Tampa_Gamer:

If you could give me the top five things that you changed and think that might be causing the problem, I will go through the files and try to figure out what is wrong.

The facilities thing could cause it, but it would have to try to do one of these things;

1. Try to place a structure on the planet when there is no more room.

-This scenario happens all the time without problems as the default files fill up the planet with mineral miners.

2. Has more than 255 planets. And there is room on all of them, hence an error would occur because the uprading/building code would not have enough room to queue all the items.

-Considering how the ai colonizes planets, this would most likely be turn 2000, and there wouldn't still be room on the first planets.

3. For your farming colonies and radioactive colonies you have 26 items. This might be causing it. I didn't have anything over 25 different items.
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Old January 26th, 2001, 10:51 PM
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Default Re: Posted: Updated Default Races

SunDevil - actually while I was busy typing that post Mephisto e-mailed me a fixed file with a spelling error in my construct_facilities. I hope thats it - it makes sense b/c I had added that facility (the stop nebulae) after ver 1.31.
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