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  #1  
Old April 25th, 2002, 05:57 PM

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Default Re: Pirates and Nomads opening strategies

quote:
Originally posted by PDF:


I suppose this a Non Gold to Gold AI patcher, where can I get this one ?

Thx



I found a file called SJsLatestAIPatcher but it only supports up to P&N 2.0, so I am uncertain if it will work on 3.0

Texfire
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  #2  
Old April 25th, 2002, 06:11 PM
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Default Re: Pirates and Nomads opening strategies

quote:
-To disable quantum reactors would you disallow a certain technology when setting up a game or is it more esoteric than that?
In the game setup, you can turn off the resupply tech area (only provides emergency supply pods and QRs)
Or, you can search-find the QR in components.txt and increase the tech level required to 40 or something. This will leave the emergency supply pods in, but disable the QRs

quote:
-Am I correct in assuming that I need to copy the TDM empires over into the P&N directory and then patch them?
Yep. Easy as that.

quote:
I suppose this a Non Gold to Gold AI patcher, where can I get this one ?
The AI Patcher can be found on my P&N Downloads page.
The Patcher will change standard v1.49 AIs into P&N v2 (for SE4 v1.49) AIs, and will also change standard Gold AIs into P&N v3 AIs.

In the patcher, there is a dropdown list which allows you to choose which mod you want to patch the AIs for. The AIs need only work under unmodded SE4.

The "Latest AI Patcher" file here on shrapnel was broken when they changed over to the new message Boards. I haven't been able to update those links since
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  #3  
Old April 25th, 2002, 08:19 PM
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Default Re: Pirates and Nomads opening strategies

Went patch crazy Last night. Crap, between the two Versions of SE4 and all the mods I am up to a gig of SE4. That's definitely excessive.

Most of, I think they are, Atrocities' trek races produce a range check error in the patcher....ones that didn't were, Klingon, Romulan, and Vulcan.

Wasn't sure if the AI's were patched so I just won't use them.

FYI
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  #4  
Old April 26th, 2002, 02:04 AM
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Default Re: Pirates and Nomads opening strategies

Arg...

Ok, I have started another P&N game, and I am having the same problems as before with the AI. Large galaxy, 18 races, no neutrals, high bonus. I patched several from the TDM, and I repatched all of the stock races.

After 59 turns, someof the Ai, like the Orks, Vikings and Aquiliaeans are expanding like their normal bad *** selves. However, no one is building warships. They design them...but they don't build them.

I don't think a single AI has over 10 ships. I've looked over some of them, and all of the existing ships are colony ships.

I just don't get it. Some of the stock races still don't do anything but build one ship, build another, and scrap the first.....

Any ideas? I really like this mod and would like to play it, but how can you be a pirate if there are no ships to steal.

Many thanks
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Old April 26th, 2002, 02:10 AM
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Default Re: Pirates and Nomads opening strategies

I just looked over the construction_vehicles.txt for the Orks, which I have in my game. They have 30+planets and no warships.

The AI patcher does something to this file. It combines several of the entries...like Infrustructure and Defense - short term.

Several other categories have been combined as well.

The two are separated by commas...the two names I mean, so it would read:

Infrustructure, Defense

Wonder if this is the problem???
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Old April 26th, 2002, 02:16 AM
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Default Re: Pirates and Nomads opening strategies

ok three Posts in a damn row, and I am absolutely going crazy. I went back again to replace the two Ork constuction files and now, suddenly, they are the same.

THEY WERE DIFFERENT I TELL'S YA!!!

Insane!!!!!
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