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  #201  
Old November 2nd, 2004, 03:16 AM
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Default Re: The Star Trek Mod - Final Update

You are "Having a bLast"...So this is supposed to make me feel good while I'm stuck in a hotel room far from home with only 1.75 to play?

I feel so...so helpless and neglected.
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  #202  
Old November 2nd, 2004, 03:20 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Atrocities said:

Say do any of you know a good place to get a free firewall program like zone alarm but better? Also a free anti virus program?

Thanks.
No. I broke down and bought ZoneAlarm Pro. I also wound up buying Norton AV and Webroot's Spysweeper. Not to mention some anti-spyware freebies like Adaware and SpyBLaster.
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All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.

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  #203  
Old November 2nd, 2004, 03:45 AM
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Default Re: The Star Trek Mod - Final Update

Kerio has a really good personal firewall that is free... Much better than Zonealarm. I have been informed that you will want Kerio 2.1.5, not the newest 4.x Version... Download link: http://www.kerio.com/dwn/kpf2-en-win.exe

If you want a good AV, Kaspersky (www.kaspersky.com) is one of the best. Definitely better than Norton AV, which is actually on the low end of the spectrum... Partially because they make you rebuy it for engine upgrades, unlike most anti-virus programs... Definitely not free though.

Free AV programs include Avast (http://www.avast.com/) and AVPE (http://www.antivir.de/). Stay away from AVG... Just be warned that free AV programs have poor detection rates compared to good "professional" AV programs.
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  #204  
Old November 2nd, 2004, 04:37 AM
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Default Re: The Star Trek Mod - Final Update

I am growing depressed again over the mod. It seems for no reason that I can identify, the AI is not expanding again. Oh sure they are building colony ships, good designs, but the yare not expanding at all. They colonize the planets in their home system then sit on their asses like they are all neutral AI or something. I ran a test game up to 200 turns and NOT ONE AI expanded!

I don;t know what to do. At this point I am just to put out to try and figure it out.

Here is what I have done.

1. Replaced orginal research files - edited slight to avoid conflict with missing or name changed Technologies.
2. Replaced orginal design creation file.
3. Reset changes to Warp Nacelle back to orginal settings.

Nothing I do works. At this point I am so discouraged that all I want to do is just forget about the whole mod and stop playing SEIV all together.

I have no clue as to what in the hell is causing the AI to behave so stupidly.

The AI is designing solid designs, researching well, but not expanding. Like I said it is as if they are all behaving as neutral AI.

Please someone help me who knows how to fix this GD problem.
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  #205  
Old November 2nd, 2004, 04:44 AM
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Default Re: The Star Trek Mod - Final Update

They merely need more scout ships. Add "Attack Base" design types, then have the AI build some in Construction_Vehicles. The AI will use these to explore new systems. Colony ships can _NOT_ be used to explore by the AI. These "Attack Bases" need no weapons, and are just warship hulls with lots of supplies. Well, you might want a few weapons in case they run into a ship they need to blow up...
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  #206  
Old November 2nd, 2004, 04:46 AM
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Default Re: The Star Trek Mod - Final Update

Thanks fyron, but I don't follow you at all. The design creation file already has this in it and they still do not expand. They used to, but not any more.
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  #207  
Old November 2nd, 2004, 04:50 AM
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Default Re: The Star Trek Mod - Final Update

Are the "Attack Bases" warship hulls with lots of supplies? Do you have an entry similar to the following one in all AI Construction Vehicle files? Make sure it is the first one in the Exploration state...

AI State := Exploration
Num Queue Entries := (number of entries you have)
Entry 1 Type := Attack Base
Entry 1 Planet Per Item := 20
Entry 1 Must Have At Least := 1

Also, how many supplies to the ships have? The AI is hard coded to send ships that go below a certain threshhold back to a resupply base. I forget whether it is 1000 supply points or 500... Ships definitely need many more supplies than this to be used effectively for exploration (and most other purposes) by the AI.
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  #208  
Old November 2nd, 2004, 04:53 AM
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Default Re: The Star Trek Mod - Final Update

Yes
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  #209  
Old November 2nd, 2004, 04:53 AM
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Default Re: The Star Trek Mod - Final Update


AI State := Exploration
Num Queue Entries := 19
Entry 1 Type := Colonizer
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 2
Entry 2 Type := Attack Base
Entry 2 Planet Per Item := 120
Entry 2 Must Have At Least := 2
Entry 3 Type := Base Space Yard
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 2
Entry 4 Type := Colonizer
Entry 4 Planet Per Item := 100
Entry 4 Must Have At Least := 5
Entry 5 Type := Attack Ship
Entry 5 Planet Per Item := 40
Entry 5 Must Have At Least := 4
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  #210  
Old November 2nd, 2004, 04:54 AM
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Default Re: The Star Trek Mod - Final Update

Quote:
Also, how many supplies to the ships have? The AI is hard coded to send ships that go below a certain threshhold back to a resupply base. I forget whether it is 1000 supply points or 500... Ships definitely need many more supplies than this to be used effectively for exploration (and most other purposes) by the AI.
This night be the culprit. Let me test
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