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  #1  
Old October 24th, 2007, 06:08 PM

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

You know, despite that I set my tanru mainquest as the only mainquest and put the frequency to 1 and played 900 games in a row to get it just right, I ran into that quest in the game again and it was bugged severely. I guess I'll be trying to patch that once again.
  #2  
Old October 24th, 2007, 06:13 PM

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

To quote the Modmaker's Guide:
"GD_MAX_RACE 32 - maximum number of races"

So it would seem there should be room. We know that certain quests have to occur in a particular order, such as the mainquests being up top, then gamequests, then always, and lastly the random event quests. Do races have a similar protocol?
How does the game tell where those lists start and end? Could that be the issue? Is it "always end with Urluquai", or is it "stop looking once a single race says random"? I'm always so curious how the inner-workings of the game function.
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  #3  
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.
  #4  
Old October 24th, 2007, 07:44 PM

cnorsl cnorsl is offline
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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.
  #5  
Old October 24th, 2007, 08:29 PM

Phlagm Phlagm is offline
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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.
  #6  
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.
  #7  
Old October 24th, 2007, 11:47 PM

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

I forgot to mention I also found the Combobulator.
  #8  
Old October 25th, 2007, 02:32 AM

cnorsl cnorsl is offline
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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.
 

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