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March 22nd, 2001, 07:06 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
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Re: Making 90 ton fighters causes Range Check Error in combat...
Are your fighters loaded up from a "saved empire"?? It sounds like it may be - you mentioned it does not happen when you use organic. Are you both organic and crystal tech in your game?? I know this happens to me when I load a saved empire and I try to even look at a Weapons Platform, Fighter or Sat that has tech I cant research (or have not yet researched). If this is the case, try recreating your Fighter designs from scratch each game...
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March 23rd, 2001, 02:58 AM
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Private
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Join Date: Nov 2000
Posts: 19
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Re: Making 90 ton fighters causes Range Check Error in combat...
Upon further experimentation, it seems to happen when there is too many Shard III Cannons in a stack.
I went back to the completely original files, and made a regular large fighter (25 tons) with 3 shard cannons.
I didn't have any problems, until I made a stack of 30 of them.
Sure enough, I get the range check error again.
But it's very very rare to have that many shard cannons in one fighter stack in a normal game. It's a lot easier with my large fighter mod...
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March 23rd, 2001, 03:01 AM
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Private
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Join Date: Nov 2000
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Re: Making 90 ton fighters causes Range Check Error in combat...
I never use saved empires, because it's a nightmare to navigate through the old designs. So that's not it.
And it's only when fighters target a ship, not the other way around. So I'm not sure what the trouble is. It's very weird.
I think I'll end up just altering the data file and getting rid of 'skips armor' for the shard cannons, and seeing if that does it....
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March 23rd, 2001, 03:46 AM
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Private
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Join Date: Nov 2000
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Re: Making 90 ton fighters causes Range Check Error in combat...
Yup, when I change the damage type of the small shard cannon to 'normal' from 'skip armor' I no longer get the range error.
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March 23rd, 2001, 04:06 AM
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Major
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Join Date: Aug 2000
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Re: Making 90 ton fighters causes Range Check Error in combat...
Send it all to MM - saved games, mods, empire files
They will fix it!
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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March 23rd, 2001, 05:35 AM
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Corporal
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Join Date: Feb 2001
Location: Maryland
Posts: 52
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Re: Making 90 ton fighters causes Range Check Error in combat...
I had exactly the same problem with big stacks of Null Space III weapons, as someone speculated about in this thread. It has nothing to do with the extra-big fighters per se. Some weapons are just SO good, the game freaks out when you fire them in big volleys.
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