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  #1  
Old October 24th, 2007, 06:08 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

You know, despite that I set my tanru mainquest as the only mainquest and put the frequency to 1 and played 900 games in a row to get it just right, I ran into that quest in the game again and it was bugged severely. I guess I'll be trying to patch that once again.
  #2  
Old October 24th, 2007, 06:13 PM

sgqwonkian sgqwonkian is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

To quote the Modmaker's Guide:
"GD_MAX_RACE 32 - maximum number of races"

So it would seem there should be room. We know that certain quests have to occur in a particular order, such as the mainquests being up top, then gamequests, then always, and lastly the random event quests. Do races have a similar protocol?
How does the game tell where those lists start and end? Could that be the issue? Is it "always end with Urluquai", or is it "stop looking once a single race says random"? I'm always so curious how the inner-workings of the game function.
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  #3  
Old October 24th, 2007, 06:55 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I think that the number just tells you where it's going to start crashing. I can get other completely inexplicable behaviors to show up as well. For example: On this lastest patch (before I put it out) the Sphyrna showed up all the damned time even though they only had two ships. Then I juggled some people around and now they never ever ever show up in the intro fight. However, the corrupted tan ru are lower on the totem pole, but they show up constantly. I can't figure it out. I mean it must be some kind of hitch in the random number generation or something.
  #4  
Old October 24th, 2007, 07:44 PM

cnorsl cnorsl is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I started a small map with the frigate, and found that the Muktian homeworld was at Glory. They immediately engaged me in combat even though I clicked Leave (I guess because I didn't have anywhere to leave to yet) but I was able to flee to a nearby star. Later I found the Mantle of Babulon so I was able to finish the mission without killing them.

I wouldn't mind if that issue is never fixed, really. It makes for an interesting game as long as it only happens on occasion.
  #5  
Old November 19th, 2007, 03:07 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.02

Oh, and my banner still doesn't show up on my computer. If someone would do me the favor of opening it up and saving it and attaching it, I'll see if I can view it on my computer.
  #6  
Old November 19th, 2007, 05:54 PM

mantari mantari is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.02

I'd be curious to try my hand at your display bug, if you can give me the filename of the quest.

I've attached your banner image, in .png format.

EDIT: Scratch that. I figured out what the quest was. It looks very interesting! Hope the .png format works well for you.
Attached Images
File Type: png 565516-banner.png (17.0 KB, 231 views)
  #7  
Old November 19th, 2007, 06:10 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.02

The attachment won't work for me because I have to then convert it to a bmp file myself, and then I haven't done anything differently than before.

I'm not sure what the problem is, but I'm saving the banner.bmp as an 8 bit windows bitmap, and no dice. And this is true for anything I touch on this laptop. It's either a palette problem, or something bizarre with an interaction between Leopard and WW. I know photoshop distinguishes between files it made and random others. Perhaps the preview is to blame? I'll go home tonight (if I can remember) and turn on the PC and see if I can make it on that copy of photoshop and have it work.

Oh and the "display" problem I mentioned is a display order problem, not one with things not appearing. The problem is this, and it happens every time: You do something a number of times. When you do it the last time, you get a message saying that you did it again. You also get a message relating to the uniqueness of having done that for the last time. Despite that I put "break"s everywhere imaginable, it does a sort of last-in first-out. So you find out that you're finished, and then you close the window and learn that you did the last thing. It's really a minor problem, but I tried a number of things to work around it and all they did was make the game crash, or make bits stop working.

It's a minor annoyance, at worst. But don't go poking into the files too closely until you've played the new mainquest once or twice. I tried to make it a bit of a mystery to be solved.
  #8  
Old November 19th, 2007, 07:03 PM

mantari mantari is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.02

OMG! I forced it to play, and I didn't make it through to the end, but I like it! I'm going to try again.

Sorry I misunderstood your .bmp problem. I pulled your image into a program re-saved it in .bmp format again, and attached it here.

Quote:
So you find out that you're finished, and then you close the window and learn that you did the last thing. It's really a minor problem, but I tried a number of things to work around it and all they did was make the game crash, or make bits stop working.
I have made many modifications, but I'm not getting around your problem so far. You're right. Clearly there isn't any way that EVENT B can be processed before EVENT A. Yet the popups are happening in the order of EVENT B then EVENT A, even though that is completely bogus.

So very odd, but I'm still playing with it. I'm pretty sure this isn't anything your code is doing wrong.
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File Type: bmp 565538-banner.bmp (28.5 KB, 258 views)
  #9  
Old November 19th, 2007, 09:04 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.02

Without saying too much, did you find everything without cheating? I tried to be not clever, slightly clever, and clever when placing things.
  #10  
Old November 20th, 2007, 12:43 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.02

No dice on the new, new, new attempt at coming up with a unique quest for the corrupted Tan Ru. I was counting on that "misbehavior" of reinitializing a planet mentioned in the Mod Maker's guide, but it either wasn't there, or just didn't work like I was hoping.

But here was the idea: The corrupted tan ru start offmap and attack the tan ru. Then I have a second copy of the tan ru homeworld that hasn't been initialized with a corrupted fleet set to attack the zorg. So when they arrive, they destroy the tan ru fleet and appear to move on to the zorg. In this way I was hoping to apparently give a ship a changing trajectory.

It doesn't work.
 

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