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  #251  
Old July 30th, 2003, 01:41 AM

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Default Re: STM "Final v1.7.5" Discussion

possible bug?--i was playing as the federation and all was going great, i ended my turn and went to get a drink and snack--came back and i noticed that one player was still taking its turn, so i waited--and waited--and waited--solid 5 mins and the game was hung up--so i control-alt-deleted and noticed SE iv was not responding, I restarted the ST mod and chose the player that was freezing as a Human player (was the nausicans) noticed that the comp was trying to load mines in satellite bays--got repeated cannot load any more cargo pop-ups. So i started a game as the klingons--and same thing after alot of playing--this time with the Sheliaks. just thaught ud post what happened thougly and see if Doctor McCoy can help???-- heh.Seriously though--any help is appreciated--I really love this mod))--ps playing the unpatched Version--just got internet reconnected and downloading it))
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  #252  
Old July 30th, 2003, 03:06 AM
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Default Re: STM "Final v1.7.5" Discussion

ya i just found the same thing as lighthorse did, i was playing a game as the borg and had explored the whole map but hardly anyone had expanded, so i tried giving them all my starcharts and they magically started to expand. but i didnt give all races Ancient race trait, when i made a new game i just select reveal map at the random map generator. but thats just a quick fix, u need to somehow make everyone explore... however the hell u do that
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  #253  
Old July 30th, 2003, 03:50 AM
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Default Re: STM "Final v1.7.5" Discussion

It sounds like a good idea. But you all do realize that if he does this, it will mean that our saved games will not work. He will be changing all of the EMP files and alterning the cost of Ancient Race technology. More than likely he will have to reduce its cost to nothing.

This means that most Human players can also use it. I hate the option, it gives to much away to fast.

But the AI's shouldn't be bothered by it.
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  #254  
Old July 30th, 2003, 04:52 AM
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Default Re: STM "Final v1.7.5" Discussion

The most likely reason why AIs expand poorly is the change to the supply system in the mod...

AIs with Ancient Race will send colony ships to colonize good planets that are far away, which can end up crippling the AI in the early game. Be careful with that trait.
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  #255  
Old July 30th, 2003, 05:57 AM
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Default Re: STM "Final v1.7.5" Discussion

Hum, is there a way to give the AI a supply bonus that other players, human, do not get? I think so, it would have to be a new trait though. Humans could use it, but if PCP makes it so it can be disabled, then it should be fine for PBW games. What do you think?
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  #256  
Old July 30th, 2003, 07:22 AM
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Default Re: STM "Final v1.7.5" Discussion

Making it a racial trait might work, but the problem I see with my idea is that it would become available to all. How do you set up the EMP files without using the trait? You can't. Its all or nothing.

Sorry PCP, I thought it was a good idea, but it can not be excuted without giving the advantage to all players including the human ones.
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  #257  
Old July 30th, 2003, 07:26 AM
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Default Re: STM "Final v1.7.5" Discussion

Over in B5 land they're struggling with "convincing" the AI to take enough population to it's newly built colonies. Their idea was to increase the carrying capacity (and expense) of the colony components. However, it seems like the components are "just about right" as they stand for the average human player. My suggestion was to make an "is a computer player" racial trait that includes larger colony components. Then only the computer player could use this crutch/coddling to keep up with human intelligence. I'd suggest this here again... make an "is a computer player" racial trait and load it up with the necessary coddling components, ships, etc.

perhaps a super efficient scout hull that could get them out to 3-4 systems early on (sort of a limited type of Ancient) but just for AI? You can force an AI to build a few in early game, right? If that doesn't work, I guess you could just give them full-blown "Ancient" trait in the "is a computer player" racial trait.

And if someone is willing to play with the AI trait on... well that's just sad I imagine that in most PBW games it would just be "disallowed" for human players.

I've no idea if that's helpful, but I hope so.
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  #258  
Old July 30th, 2003, 09:30 AM
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Default Re: STM "Final v1.7.5" Discussion

CNC, you can just make it a gentlemans agreement for humans not to take the AI ONLY trait. If someone takes it in a SP game, who cares? Playing SP is cheating anyways cause anything you do overpowers the AI. And someone taking an explicitly AI-only trait in a PBW game is gonna get ostracized pretty quickly...
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  #259  
Old July 30th, 2003, 10:28 AM
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Default Re: STM "Final v1.7.5" Discussion

What I am saying is that if the trait is added to give the AI a bonus in whatever method he chooses, and he addes this to the General.txt it will also be added to ALL emp files. That means if you select an EMP file for your race, you will automatically have this trait. - Unless, he includes EMP files that do not have the trait, but that would be confusing as all hell.

I think he names them Race 2k 3k 5k, he could name them Race AI 2k 3k 5k. This way the player would know that the AI has the built in ability and the other does not. But like I said someone will not read something, and get all confused.
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  #260  
Old July 30th, 2003, 12:32 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by CNCRaymond:
...Oleg, what was wrong with the other set? They all look good.
...
oh, nothing ! I just added few more ships and shaffled pictures a bit.
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