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  #11  
Old March 21st, 2007, 10:05 PM

StarShadow StarShadow is offline
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Default Re: Minefields part two

Interesting. In any case you don't need to be at war for mines to work. If your relation with an AI is War, None, or Non-Intercourse, mines will detonate on contact. I've never had a case where the AI ever managed to bypass a minefield, so I can't speak to that problem. Also note though that if you are at war, then your 'treaty' with that AI is WAR.
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  #12  
Old March 21st, 2007, 11:26 PM
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Default Re: Minefields part two

Right, that's the whole problem.
Odds are you saved the game after sending the political message in which war happened. Which causes the politics to go out of synch.

If you change the AI to be human-controlled, I betcha 1000 minerals that they see a Trade or better treaty with you.
They might even be getting resupplied at your mined planet if you had military alliance beforehand.

As I said, if you can convince them to sign a treaty, you can then declare war again the turn afterwards, and it will work (if you don't save after sending!)
Or, you can take over their empire for a turn, and send a declaration of war to resynch.
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  #13  
Old March 22nd, 2007, 01:34 PM

Dethgod74 Dethgod74 is offline
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Default Re: Minefields part two

Hi Junkie,

Sorry for the blow up yesterday, but I had a specific set of plans and ALL of them depended on mines working to keep the AI out... My humble apologies.

Here's the problem with your solution. This is sort of a PBW game where the game resides on another player's server. I have no way of getting to that server. This to me sounds like a BUG, not a player issue. I frequently save all my games because more times than not, I cannot complete a turn all at once. I can't play during work obviously, but I can play during my lunch time, but often that is not enough time. I'm pretty sure I'm not the ONLY player who saves a turn midgame, or else the feature wouldn't be IN the game.

Is there any other way to address this, other than emailing Aaron for a possible solution?

Thanks again for your speedy reply.

Regards,

Rob aka dethgod74
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  #14  
Old March 22nd, 2007, 02:02 PM
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Default Re: Minefields part two

Unfortunately at this time I don't think you can expect to see a fix from MM.

The rule of thumb is to do your diplomacy at the very end of your turn to avoid this issue, which still gives you the freedom to save your turns as much as you need to.
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  #15  
Old March 22nd, 2007, 02:37 PM

Dethgod74 Dethgod74 is offline
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Default Re: Minefields part two

Hello again.

I take it that I'm the only one that sees this as a bug?

I'll take my shot and email Aaron anyway, since I no other recourse.

My thanks to everyone that took the time to respond.

Regards all,

Rob
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  #16  
Old March 22nd, 2007, 02:47 PM

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Default Re: Minefields part two

Hello again,

Can anyone tell me if this fubar arrangements for mines and politics exists in SE5 or did it get fixed. Maybe it's time for me to upgrade.

Does anyone know this?

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Rob aka dethgod74
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  #17  
Old March 22nd, 2007, 03:01 PM

Dethgod74 Dethgod74 is offline
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Default Re: Minefields part two

Hi folks,

Mikeydz says I should mention the fact that this game is set up as Human vs AI players.

Might I add that my fighters attack this player, and my planets attack this player, but my mines will not detonate.

Since this game is in team mode, I would think that WAR automatically exists between AI and human players.

Thanks again for your time folks!

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Rob aka dethgod74
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  #18  
Old March 22nd, 2007, 04:37 PM
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Default Re: Minefields part two

Quote:
Dethgod74 said: Here's the problem with your solution. This is sort of a PBW game where the game resides on another player's server. I have no way of getting to that server.
Then ask the host of the game to check the AIs to see if SJ has correctly diagnosed the problem. The game host can change the AIs to human control and set any passwords he needs to check their turns. If he's careful about backing up the current .gam files to a different folder, he can do all this in a test run and restore the original turn if this doesn't fix the problem.
Quote:
This to me sounds like a BUG, not a player issue.
If SJ has diagnosed it correctly, it is a known bug, and SJ's explanation is the "standard" workaround for dealing with it.
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  #19  
Old March 22nd, 2007, 04:58 PM

Dethgod74 Dethgod74 is offline
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Default Re: Minefields part two

Quoting you:

To fix; declare war again (may have to sign a treaty first)

Is there way to do this w/o monkeying with the server?

Otherwise, I think I have talked Mikeydz into affecting the previous fix you suggested.

Thanks again for your time Junkie.

Regards,

Rob aka dethgod74
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  #20  
Old March 22nd, 2007, 08:50 PM

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Default Re: Minefields part two

Ok, here is the setup to the game. It's a 3 human player game set up in team mode. So all the AI is allied against us. I have logged to HOST and changed the offending AI to human control. Logging into that player, I checked the empire screed, and there is no trade going on between the AI and Dethgod, and the Treaty grid shows WAR for both spots. So at the moment it does not look to be an obvious "diplomacy" bug.

I think what I'll do is give orders for the AI players ships to leave Dethgods homeworld sector, while changing the treaty status back to none. After I clear him out, I'll reset him back to AI control. Do you think that doing this might fix the problem? I know it's hard to tell since the issue is obviously not quite as clear cut as it first looks, at least from looking at the AI player is concerned...
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