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  #441  
Old September 4th, 2003, 10:26 PM
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Default Re: STM "Final v1.7.5" Discussion

I believe that I have fixed the problem.

For some reason when a player sets the game to select a random number of players, those AI controlled players do not have access to the colony technology listed in their General.txt files. This racial trait is listed in all of the three settings, (2k 3k 5k) as the Last racial trait.

The AI will not recognize the racial trait Colony Tech - (Rock, gas, or Ice) if it is Last.

I seemed to have over come this problem by moving the colony racial trait in each of the 3 settings from the Last racial trait to the second right under each races specific racial trait. This has worked for each race thus far.
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  #442  
Old September 4th, 2003, 10:37 PM
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Default Re: STM "Final v1.7.5" Discussion

I used Ed's Colony Mod in my Highliner Mod, and I've had no problem in getting the AI's to colonize (rate of colonization is another thing...). I tried comparing your data and race files to the ones I've done, and I could find only two differences...

1) I put the world type tech first in the racial trait lists in the General data files.

2) I did not put the race's own world-type colony tech in the Research file (They already have it by default, and it can't go higher, so why have it there?)

I can't see why 1) would have any effect, but might 2) have one?

P.S. The EMP files are up-to-speed as far as the Colony Tech stuff being there, yes?

[ September 04, 2003, 22:02: Message edited by: General Woundwort ]
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  #443  
Old September 4th, 2003, 10:43 PM
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Default Re: STM "Final v1.7.5" Discussion

I have nothing nice to say about the AI for Space Empires. I do so utterly hate it so.

The get the Borg and the Dominion Ai's to design ships as normal, and it works. Now, without ever having touched the Design files, they are no longer designing ships. I simply do not understand this.

I hate this fu*king Ai system so much that I do just want to rip the game from my HD and be done with it.

All races appear to be expanding now that I have moved the racial trait for colony to the second Adv. Trait in each of their races General.txt file. I do not understand why this had to be a problem or if it truly fixed it. People will have to play the mod and let me know.
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  #444  
Old September 4th, 2003, 10:58 PM
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Default Re: STM "Final v1.7.5" Discussion

If the AI has 0 points left at any point, it stops taking racial traits. So, this might in some way have been part of the problem.

AT: please sign on MSN IM soon.

[ September 04, 2003, 22:00: Message edited by: Imperator Fyron ]
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  #445  
Old September 4th, 2003, 11:00 PM
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Default Re: STM "Final v1.7.5" Discussion

please check your email. and if you can, join #se4 right now.

I am willing to help you with the AI problems

Rollo

PS: we should make an appointment to meet in #se4 to work out the problems sometime
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  #446  
Old September 4th, 2003, 11:28 PM
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Default Re: STM "Final v1.7.5" Discussion

Patch 10 1.2.1

There is no guarantee that this patch will work. I tried my best.
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  #447  
Old September 5th, 2003, 01:41 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
2. DO NOT give Warp Core lvl 1 as a free gift but let this be researched.

solution 2 is the easist to implement.
The tech is free at the start in order to make the AI expand. I can add a new component that is gained at WP level 1.
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  #448  
Old September 5th, 2003, 01:43 AM
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Default Re: STM "Final v1.7.5" Discussion

This is an email I received yestarday. Does any one know what the Mailer is talking about?

Quote:
First off the game doesn't recognize Four Per Vehicle or Two Per Vehicle, Only One per vehicle as I know. Next It doesn't recognize Double Damage to shields or Half Damage to shields, only Quad Damage to shields is what I know does work. Finally the Weapon targets for the anti - Ship Warhead 1-3 are also incorrect. Plus It won't load the Formation data file, I am guess perhaps its cause of its size don't know wish they were more detailed on its problem but oh well.
I think he is talking about the AI and how the AI designs. The AI design system is hard coded and I can do nothing about it. I can only effect small changes in the design files. Past that The AI has full automany. (sp)
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  #449  
Old September 5th, 2003, 05:37 AM
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Default Re: STM "Final v1.7.5" Discussion

Ummm, well I was coming in here to tell you that Version 1.20 is up and ready on PBW now. But you have a new Version now?

One thing I noticed about the 1.20 mod. The zip file contained a mod folder, and in the mod folder were two more trek mod mod folders that didn't belong. What was the purpose of those?

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  #450  
Old September 5th, 2003, 06:21 AM
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Default Re: STM "Final v1.7.5" Discussion

They were back ups at one point, they won't hurt anything. I checked the zip I uploaded to web site and it did not have these extra folders. Odd. Thanks for uploading it. It will work just fine without the new files. The new files are mainly for the Single Player Version.

The only reason there is a PBW Version and a Single Player Version is because people with saved games did not want to loose them, but also wanted the updated files. When I incorperated the Colony Mod I had to change a lot of the files and this would have made any save game obsolete. So I offered the updates without the colony mod for those who wanted to keep their save game intact.

In the future only the PBW Version will be supported unless specifically ask otherwise by more than one person.

Thanks again Geo, and to Rollo and Fyron for the AI help.

[ September 05, 2003, 05:27: Message edited by: Atrocities ]
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