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  #11  
Old January 12th, 2001, 02:56 AM

jowe01 jowe01 is offline
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Default Re: Darloks 1.30 Posted (finally)

Don't know whether it is due to my adjustments (but I guess not) but the emp3000 file had slightly too may points allocated. Furthermore, using the newest (1.31) Version of your race, the darlok sat on their homeworld inactively until I manually had them build a colonizer and colonize another world. From them on, everything went smoothly.

[This message has been edited by jowe01 (edited 11 January 2001).]
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  #12  
Old January 12th, 2001, 11:43 AM

Trachmyr Trachmyr is offline
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Default Re: Darloks 1.30 Posted (finally)

Tampa,

Think I found a typo-error in one of your files... In Darlok_AI_Designcreation.txt you have "Armor spaces per one" for ATTACK SHIPS set to 4200... I think you might of meant 200, as I recall you mentioning that they would use a lot of armor.

P.S. Armor is much more useful and USED by the AI if you reduce it's weight to 5 Tons (and likewise cut damage resistance in half)

I haven't actually tried the mod (yet), but will let you know if I come across anything else...
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  #13  
Old January 12th, 2001, 01:53 PM

Trachmyr Trachmyr is offline
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Default Re: Darloks 1.30 Posted (finally)

Oh, Tampa I have a question for you:

In one of your earlier mods you added a Denense Bunker... I added something similar (fortifications) that use the "Planet - Change ground strength" or something like that, but it doesn't seem to have any effect on ground combat (atleast in the sim), do you know if your facilities work the way they are suppose to (after updating for 1.19)?

Thanx in advance...
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  #14  
Old January 12th, 2001, 07:05 PM

jowe01 jowe01 is offline
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Default Re: Darloks 1.30 Posted (finally)

Arrrgh, I did not save the game when I realized the possible bug. Will do so if it ever happens again.
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  #15  
Old January 12th, 2001, 07:19 PM
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Default Re: Darloks 1.30 Posted (finally)

Jowe01- Thats ok, do you remember what type of game it was, how many start planets, tech level, etc.
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  #16  
Old January 13th, 2001, 02:53 AM
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Default Re: Darloks 1.30 Posted (finally)

Trachmyr-

Thanks for the bug! I actually have two games installed in my machine (and one on my wife's as a test machine), but anyway one install is a "pure" install and the other is "mod" install where I have tweaked all the components and game settings. I removed the defense bunkers back in December b/c tests revealed that they were not providing any added defense that I could tell. I did keep the planet shields and boosted their points though. I also boosted the "damage to kill pop" and increased the "troops per pop" to give the planet a fighting chance. On a side note, the next Version of the Darlok will not focus on troops or boarding ships, since neither of these strategy options are being utilized by the hard-coded AI properly. They will be added back if future patches correct/expand the AI strategies file to handle these properly (or I find the time to tweak the default_strategies file to make them work properly without ruining the other races). Sorry for the long post.

[This message has been edited by Tampa_Gamer (edited 12 January 2001).]
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