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  #11  
Old November 2nd, 2001, 07:07 PM
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Default Re: Ancient Ruins

quote:
if you upgrade a game in progress from 1.41 to 1.49, not only will ruins not show up properly on the system display and on the planets list, but they will not give you any techs when you colonize them.
Does this only apply to games in progress, or does it mean that maps created in 1.41 or lower won't work properly in 1.49?

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My first mod! Hypermaze quadrant
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not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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  #12  
Old November 2nd, 2001, 07:48 PM
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Default Re: Ancient Ruins

from earlier comments, i would guess that its a 'yes' on the 'maps made earlier' thing. have not tried it yet, though.
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  #13  
Old November 3rd, 2001, 06:16 AM
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Default Re: Ancient Ruins

I started two test games.

The first game used a map I made in the Map Editor in 1.35. A planet in my starting system lists the Ancient Ruins note in the description, but doesn't appear in (F4) Planets/Special. Unfortunately, it's the wrong type to me to colonize, so I don't know whether landing on it will work.

For the second test game, I generated a map in the Map Editor, then added a system with a Unique Ruins planet in it. That planet doesn't show up as Special either, and it doesn't show a ruins description. Apparently I wasn't thinking when I set up the game, because I neglected to pick a race that could colonize the planet type that I put the ruins on. I'll set up a third test tomorrow.

Now I'm not sure about this being an Editor bug, either, because the Map Editor is still at 1.41 in the SE IV 1.49 install (in fact, the Map Editor itself is only 1.31). I haven't been able to duplicate the "combat movement" description bug.

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Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 03 November 2001).]
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  #14  
Old November 4th, 2001, 01:23 AM
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Default Re: Ancient Ruins

I started two more test games, and think I may have nailed down the problem.

I started a new game in 1.49 with the "Players Can Save Map" option on. Started the game, saved the map as soon as I found a world that showed a ruins description, saved the game, and quit. Opened the map in Map Editor 1.31, and finally saw the "combat movement" bug on that planet. Used the drop down menu to change it to "Ancient Ruins". Found another ruins world with the same bug, and put a Fixed Starting Point in that system, then saved the map.

Started a second new game and loaded the edited map. Picked a race that could colonize the second planet. When I started the game, the ruins planet showed as colonizable, but didn't show under Special, and colonizing the world did not find any ruins.

What I think is happening is that 1.49 is using a different identifying index for the Ancient Ruins ability than previous Versions did. When 1.49 sees the old Versions' Ancient Ruins number from a saved map, it misinterprets it as the Combat Movement ability, so it doesn't recognize that it's supposed to be a Special or give you Ruins tech.

------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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