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  #21  
Old September 25th, 2003, 02:23 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

the 20 races thing only plays a problem if u want random generated AI races... like with only 2 (maybe 4 races) how hard is it to set em up ur self, and turn off the generator?

the mod sounds like a great idea, and i'd be interested in helping out...

AeroTech and the AIs could make for 2 more races as well... AIs could be P/Ns, AeroTech would be like earth more... maybe have access to some Chig Tech...

[ September 25, 2003, 01:26: Message edited by: openair ]
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  #22  
Old September 25th, 2003, 06:37 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory.
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  #23  
Old September 25th, 2003, 08:09 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Some images I found that might be useful.
1064469885.zip

Images in folder one are from
http://www.space-readyroom.de/

Images in folder Two are from http://www.swooh.com/peon/diamondgeezer/index.htm
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  #24  
Old September 25th, 2003, 06:39 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Just use modded stock races to fill out the 20-race requirement. Maybe the Eee and the Fazrah and all the rest of the crew were out there in the SAAB universe and just didn't get a chance to appear before the show was cancelled.
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  #25  
Old September 25th, 2003, 10:18 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Ok wait....
say that we go with 3 races.
(the humans, the AI, the Chig)

We edit the settings.txt to have at least 1 AI, at most 2 AI's.

Do we still need 20 race folders?
Or since the game can only use 3 maximum, wont 3 do?
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  #26  
Old September 25th, 2003, 10:40 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by Captain Kwok:
[QBNo, that won't help. This is an error that MM has acknowledge. I just hope it gets fixed in that hoped-for final patch for SE:IV.[/QB]
im more hoping all the effort goes into sev. i found a bug in the tech requirements for small graviton beams, but im not inclined to report it - since id much rather have se5 than one more patch. the game is running pretty smoothly as it is.
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  #27  
Old September 25th, 2003, 11:29 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by Imperator Fyron:
That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).
To make absolutely sure I just ran a test. Created a mod folder containing stock data files, race folders for Terrans, Piundon, and Xiati (only 3 races in the race folder), and an emp. file for each (all placed in the propper spot of course). I changed the min. and max. number of computer players for low, medium and high settings in settings.txt all to 2 (except for low which I kept as a minimum of 1, and left neutrals as-is).

I started several new games, at varying AI# settings, with and without neurtals. The results were the expected number of AIs and of the apropriate race, with intact AI files (or at least the AI_general file was being used properly).

I repeat, if you properly edit settings.txt to include no more AIs than are in the mod, there is no duplication, no AI conflict, no problem.

Indeed I have seen the duplication problem but I have only seen it when the settings.txt has not been properly edited to take into account the new maximum number of AIs.
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  #28  
Old September 26th, 2003, 01:32 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by TNZ:
The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory.
No, that won't help. This is an error that MM has acknowledge. I just hope it gets fixed in that hoped-for final patch for SE:IV.
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  #29  
Old September 28th, 2003, 09:00 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

QR, you must have encountered a fluke, as dozens of people have noticed the bug, AND MM has acknowledged the existence of the bug... the Star Trek Mod for one had to be changed to include more races because of the bug.

Quote:
Originally posted by E3:
Do we still need 20 race folders?
Or since the game can only use 3 maximum, wont 3 do?
No, 3 will not do at all. You must have 20 to avoid the bug.

[ September 28, 2003, 20:01: Message edited by: Imperator Fyron ]
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  #30  
Old September 29th, 2003, 05:14 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

How could he encounter a fluke on multiple games?

And I just ran a similar test, and got the same results that he did. I set it to 2 races, and changed the settings.txt to make the computer players only be 1 for each setting(low med high) and both races always got their shipset, on multiple tries.

[ September 29, 2003, 05:07: Message edited by: Jake Monroe ]
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