|
|
|
 |

March 22nd, 2001, 09:29 PM
|
Corporal
|
|
Join Date: Jan 2001
Location: england
Posts: 106
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: pre-ringworld construct save
Yeh The AI is quite sneaky. As i'm coming up to the end of where i want to go with the game i though 'what the heck' build it anywhere (pretty dumb huh). As for the AI building worlds, all i did was build one star creator and the AI did the rest IWO building support ships and converting the asteroids, i did not tell it to build anything else or move-to, convert/colonise). 2 systems were wiped out by star anomalies thereby destroying all planets, so, the AI just created another star in the systems and rebuilt them back again. The AI did not take up the tasty morsel (r/world) i left it and after about 15 turns i used it myself. The AI has put the star creator on top of Forlon x (the enemy r/world) at this point in time and just stays there reporting that 'it cannot create a star when there is a construction around it'? The game save attached is at date:2496.0 The AI is in the process of creating planets in the Baksha system, a 4th ringworld is 3 turns away from completion on the 2nd star in the Ultrinox system and there are the players race (torons) against the AI (Praetorian race). Both have reached the 200 ship max allowed (there is some impressive firepower on both sides). I would like to re-install to original so i can try to recreate the 'lack of resource bug' in the 1.30 patch for Aaron, so if anyone wants to d/load and declare war, can you post it and let us know how you got on.
Question time guys: In this game the unit limit of 1000 units allowed in space has been reached (long time ago). Now whenever i get the message 'cannot launch units in space' i jettison them, so the thing is, what happens to them, are they as i imagine, just dumped into space (and therefore exceeding the unit limit) and the AI still keeping track of them, or are they removed from the game itself?
tic
__________________
ever started at the bottom of life's ladder, climb to the top only to find your leaning against the wrong wall
|

March 22nd, 2001, 09:50 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: pre-ringworld construct save
Jettesoning units removes them from the game.
An argument could be made that jettisoning mines or sattelites should be just like launching them, but I guess it is understood that launching includes some kind of activation that if not done results in expensive space junk instead of an actual sattelite or a mine.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

March 22nd, 2001, 11:52 PM
|
Corporal
|
|
Join Date: Jan 2001
Location: england
Posts: 106
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: pre-ringworld construct save
I took the game upto date 2500.0 and declared war (i couldn't resist it), when i attacked the enemy ringworld (turn 3 Forlon x, my computer locks up with 'game not responding', there no prob with other planets/ships so by this token, is the AI smart enough to deal with ringworlds or does it go into an infinite loop trying to work it out.
tic
__________________
ever started at the bottom of life's ladder, climb to the top only to find your leaning against the wrong wall
|

March 23rd, 2001, 12:53 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: pre-ringworld construct save
When you hit CTRL-ALT-DEL and see "[not responding]" after the name of a program, all that means is that the program hasn't refreshed for X ms.
I once had that come up on me when I wrote a really big for-loop. It had to create something like 1000 files, so it took a while, and got the not-responding thing.
It was still doing stuff, and finished after 30 seconds, but was considered "not-responding" after the first 5 seconds or so.
Anyways, what you probably have is a horribly massive battle going on, or perhaps a slower-than-average machine running SE4. If you leave it, it will probably finish.
(I was just playing on a 486-66, with 16M ram, and it took 10 minutes to do an 8 AI turn. Most of the time, SE4 would be "not responding", except right after it updates the "Processing Player X")
__________________
Things you want:
|

March 23rd, 2001, 01:41 PM
|
Corporal
|
|
Join Date: Jan 2001
Location: england
Posts: 106
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: pre-ringworld construct save
Mmmm, you could be right about the battle, my specs are:
P500,192Mb,Matrox g400 d/h Max(32mb) home built and tweaked to the Maximum.
I waited for perhaps 5 mins before hitting ctrl..etc, i'll have another go and see what happens. Thanks for the reply
tic
__________________
ever started at the bottom of life's ladder, climb to the top only to find your leaning against the wrong wall
|

March 24th, 2001, 02:44 AM
|
Corporal
|
|
Join Date: Jan 2001
Location: england
Posts: 106
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: pre-ringworld construct save
Update to lock up. The Toron's get to within a few turns of Forlon x (ringworld) and then the comp goes quiet. I tried in both Strategic and Tactical modes, there is no engagement from either side, i left it running for 25 mins but no joy. So i dunno whats happening. Any ideas out there? Has anyone tried the save game and attacked the ringworld? and what were your results.
tic
__________________
ever started at the bottom of life's ladder, climb to the top only to find your leaning against the wrong wall
|

March 23rd, 2001, 04:42 PM
|
 |
Captain
|
|
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: pre-ringworld construct save
If you'll post the Last savegame before the lockup, I'll load it up and give it a shot.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|