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  #1  
Old February 24th, 2001, 01:20 AM
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Default Re: Does the 1.50 Mod work with the 1.27b patch?

I will look into it this weekend (another 13+ day here at work) anyway, we are trying to put out a very quick update of the AI Mod Pack early next week for everyone.
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Old February 24th, 2001, 01:43 AM
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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Been using them withoutRCE's too.

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Old February 24th, 2001, 02:12 AM

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Default Re: Does the 1.50 Mod work with the 1.27b patch?

AND another game started. I'm testing some new races as well as the Narn Beta. Now in turn 98, still looks good. All races of you combined modders are included. I will go up to turn 200 and report to Mephisto

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Old February 24th, 2001, 02:15 AM
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Default Re: Does the 1.50 Mod work with the 1.27b patch?

I have both continued an existing game and started a new one (aboout turn 50-60 there) and so far nothing unusual to report.

I have MOD pack 1.50 plus God Emperor and SunDevil's MODs loaded.
Plus 1.27.
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Old February 24th, 2001, 04:39 AM

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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Okay, I've looked through the files for the Darloks and can't figure out what is happening. I'll reload Mod 1.50 (Or at least the races since I'm busy doing my own mods for each race's research...) and see what happens.

Are the Darlocks, Sergetti, Xi'Chung and Earth Alliance hurt much by the elimination of the defense base to avoid that problem w/1.19?


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Old February 24th, 2001, 05:33 AM

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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Sinapus,
Did you say that you are working on AI_Research files? Any particular races or all?

I ask because I would be happy to work with you on them, particularly if you are considering them globally, as opposed to working on a couple of particular races - I've just posted my v1.27b mod which fixes a number of errors and tweaks the research queues a bit. It would serve as a good starting point for you.

I havent done much though in tailoring each of the races, with about two thirds of them researching in pretty similar ways. I also havent tried to optimise the later sections of the research files - thought I'd better play a couple of long games with the v1.27 patch first..

What do you think?
Regards,

God Emperor

PS: It would also help the gamers out there if we tried for some level of compatibility with these base level "tweaking" mods (as opposed to the new "options" mods that some modders are putting out where anything goes, if you know what I mean).

[This message has been edited by God Emperor (edited 24 February 2001).]
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  #7  
Old February 24th, 2001, 06:09 AM

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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Basically I added Projectile Weapons 3 since I find the DUC III to be reasonably useful early in the game and easy to research.

Then I checked the research list to see if the AI had fighters or mines in the list. If fighters, I checked the designs to see what weapons it used on fighters and either added smaller weapons 3 after that default Space Yards 1 entry or left it out if all they used were small DUC's. If mines, I added explosive warheads 3.

I also moved military science and chemistry up the list if it looked too far down and added point defense 5 and armor 3. I may not have spaced it out that much, but I just want those with a slightly higher priority than before.

I inserted military science 2 and advanced mil science 6 a bit further down the list.

I checked the designs on what weapons they would use and increased the tech levels for those weapons if they were too low, or decreased if the research would result in weapons they don't use on their designs. Races that had Anti-Proton Beams only go up to lvl 5, for example, so I raised that to 12. A torpedo-using race only had it up to 8, so I raised it to 10. The races that use capital missiles were researching above 5, so I lowered it to 5.

After the point where it has you research applied intelligence 2 I added applied research 2, space yards 2, planetary engineering 1 and planet utilization 7. It's about halfway down the list so by the time you get to that the AI should have some decent weapon techs.

Oh, and Cargo 3 was thrown in there as well.

I was mostly looking at the spacing between entries and trying to add a few things here and there. Nothing very meticulous. I'm sure it'll start researching chemistry, military science and a few other things before it can get to point defense or armor, but I don't have much of a problem with it so long as it is much sooner than what it was originally.

I also found an error in the Abbidon file. It was set to research Psychic Studies 6, when it should have been Psychic Technology 6. I emailed a copy of the original file to MM and told him about it.

I haven't been messing with the design files so I didn't add things like stellar harnessing for the collectors and sails.


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