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October 20th, 2002, 03:47 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
You might have to be careful with testing that one...
If systems have too many warppoints going in and out, the pathfinding may go nuts.
My FTL-map is a prime example of that, making it humans-only, and requiring some micromanagement of ship movement.
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October 20th, 2002, 05:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Well... 1 of my PBW games is using a Cluster map where I made the same exact change to the number of WPs and the min angle between them, and I haven't had any problems with pathfinding in there.
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October 22nd, 2002, 02:05 AM
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Second Lieutenant
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Join Date: Nov 2000
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I have noticed the AI cannot handle the "Newly Forming" star system - ships sit over obscured planets and warp pts trying to colonize or warp through them everyturn.
The ai ends up with fleets and colony ships stuck in these systems repeating its Last orders but unable to comply because the object is hidden.
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October 22nd, 2002, 05:53 AM
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Shrapnel Fanatic
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Oh well. I guess the Newly Forming quadrant will be recommended for humans only.
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October 22nd, 2002, 06:37 AM
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Second Lieutenant
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I cannot play with any other maps now - the standard maps put me to sleep - you did a really good job with it.
I hope my comment to Aaron about the AI trying to use hidden objects gets his attention and he fixes it. That newly forming star system is cool.
I combine the TDM AIs , your maps and my mounts into a single mod. It makes for a pretty interesting game.
[ October 22, 2002, 05:38: Message edited by: AJC ]
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October 22nd, 2002, 07:17 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Thanks!
I would have prefered to be able to control the color of the sector storms, to either have all the same color in one system, or at least to have some sort of color scheme.
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October 22nd, 2002, 07:47 AM
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Second Lieutenant
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
IMO - the randomness of the storms makes it interesting...
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