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  #41  
Old November 7th, 2001, 10:55 PM
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Default Re: TDM-ModPack 2.00 BETA

Shadows_AI_General.txt has "Political Savvy" misspelled under all three Race Options.

I'm playing the Dra'kol. First Contact with the Colonials on 2401.9; when I tried to set Players to human control to get stats, 1.49 wants a Game Master password?!? In a solo turn-based game?!?!?

I have the Dra'kol in 2nd place as of 2402.0, in a 12 player solo game with the default Quick Start options.

It was really cool to see my Hypermaze listed in the compatible mods. I've been waiting for TDM to start working on v1.1, just to conserve HD space.

While I was downloading TDM 2.0 today, FedEx showed up with my copy of Runesword II. How am I supposed to get anything done around here?

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Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 07 November 2001).]
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  #42  
Old November 7th, 2001, 11:35 PM

God Emperor God Emperor is offline
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Default Re: TDM-ModPack 2.00 BETA

Capnq,
Looks like the Shadows files in modpack are old ones too.
The Shadows_General.txt file I sent for inclusion into modpack had "Political Savvy" correctly spelled.

I have posted the files I sent to Mephisto in the races archive so that players are recommended to use these until things are sorted out. The modpack EMP files should be used though as Mephisto made a correction to each of those files.
Regards,
GE.

PS: Its a huge job that Mephisto has undertaken and some bugs were bound to crop up!
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  #43  
Old November 7th, 2001, 11:58 PM
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Default Re: TDM-ModPack 2.00 BETA

Dear all,
please make sure to use the BetaUpdateI.zip that I posted earlier today (see some Posts below). It contains the newest files from God Emperor for sure. If your errors still persist, it is a bug in the new files. Please report them if you encounter any. Thanks in advance!
Mephisto/BetaUpdateI.zip]http://forum.shrapnelgames.com/ubbuploads/[K126]Mephisto/BetaUpdateI.zip

[This message has been edited by [K126]Mephisto (edited 07 November 2001).]
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  #44  
Old November 8th, 2001, 12:04 AM
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Default Re: TDM-ModPack 2.00 BETA

Okay, I have continued my test .
Look at jpg for stats.

Diplomacy (turn 50):
Norak (me): T&R with Vikings, none with Jraenar, war with Terran & Romulans, MA with Vaxin
Space Vikings: T&R with Norak, war with Jraenar, none with Praetorians, TA with UkraTal, TA with Terrans, war with Xiati, T&R with Orks, TA with Klingons
Jraenar: none with Norak, war with Vikings, none with UkaTal, war with Terrans, none with Xiati, TA with Orks, war with Klingons
Preatorians: none with Vikings, none with Terrans, war with Vaxin, P with Romulan
UkraTal: TA with Vikings, none with Jraenar, war with Orks, TA with Klingons
Terrans: war with Norak, TA with Vikings, war with Jraenar, none with Praetorian, P with Romulans
Xiati: war with Vikings, none with Jraenar, P with Vaxin
Vaxin: MA with Norak, war with Praetorians, P with Xiati, war with Romulans
Orks: TR with Vikings, TA with Jraenar, war with UkraTal, war with Klingons
Romulan: war with Norak, P with Praetorians, P with Terrans, war with Vaxin
Klingons: war with Orks

other things (I have checked for research now every 5 turns after saving. After checking on the races, I always reload so the races don't get "disturbed" by my checks):
Romulans: research loss on turn 35 after PPB1 and sm. Weap. 2, and on turn 45 after construction and sm. Weap.3
Klingons: on turn 35 after PPB1 and sm. Weap2, on turn 50 after mines1 and repair1
UkraTal: on turn 40 after mines1 and repair1
Vikings: on turn 45 after physics2, ship capture2 and engine overload2; also the Vikings captured a Xiati homeworld between turn 40 and 45 with troops (WooHoo!)edit: but that was glassed by turn 50 (Boo!)
Jraenar: IMHO the small fighters are too slow with only 5 engines (movement 3 in combat), I have just seen a single enemy LC on max. range destroy two carrierloads of fighters without harm (and that was strategic combat, needless to say what a human player in tactical would do)

Okay, more to come...
Rollo

[This message has been edited by Rollo (edited 07 November 2001).]
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  #45  
Old November 8th, 2001, 12:04 AM
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Default Re: TDM-ModPack 2.00 BETA

OK, here are two replacements files for the Dra'kol and Colonials if you want to play a "No Connections" type game. I inadvertantly left a minor thing like astrophyics out of their "Not Connected" research queue

Thanks again Rollo.
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  #46  
Old November 8th, 2001, 12:35 AM

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Default Re: TDM-ModPack 2.00 BETA

I agree with Rollo. A mix of 50 and 25 is needed and not one or the other. I was going through the Earth Alliance research file which is almost all 50 and comparing it to the Pyrochette which is almost all 25. In an EXCEL spreadsheet I listed all the techs in the order the AI will research (for just the first 20+ techs) and compared with the cost. Basically low cost should be no higher then 25 and high cost or key tech break points (those that reveal desired hidden tech) should be 50. Example Phyics 1 at 50K should be 50% while propulsion 1 at 10K or Smaller weapons at 5K should be no higher then 25. Industry should be 50 if the intent is to get computers but maybe computers should be 25. I found that around 20K was a good break point for the early game with around 20K or less being 25% and those greater being 50%. Although I haven't tested, I think for later games the break point should be increased to 50K. I also experimented with combos of 5,10,10 and 10,15 (keeping in multiplies of 25 for simplicity) but did not see a significant gain to offset the complications I had keeping track. Just my opinion if I was designing the research files, but since I am not, I just want to thank you for all your hard work.
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  #47  
Old November 8th, 2001, 12:55 AM
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Default Re: TDM-ModPack 2.00 BETA

Rollo:

I noticed that the Vaxin are doing quite poorly in your test game (specifically, they have very few planets). Are they just suffering from poor location, or does there seem to be something wrong in their construction files?
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  #48  
Old November 8th, 2001, 02:09 AM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Alpha Kodiak:
Rollo:

I noticed that the Vaxin are doing quite poorly in your test game (specifically, they have very few planets). Are they just suffering from poor location, or does there seem to be something wrong in their construction files?



Okay, I have looked at their situation:
They had a really bad start. All their homeworlds were in differnet systems and one was not even next to the other two. By turn 10 they had contact with the Romulans(war) and Praetorians(none). By turn 20 they were at war with the Praetorians and one homeworld was damaged (reduced to 200M pop and 4 facilities out of 18). Apparently they had a temporary peace with the Romulans between 10 and 20, but that was broken in turn 20 also. By turn 30 the damaged homeworld was destroyed and another one blockaded. While they are still up and fighting in turn 70, they never really recovered from those early losses.

I will definately include them in my next game again to see how they do then.

Btw, I have all the saves from every 10 turns. If you or anybody else wants to look at them, just tell me and I will send them to you. If anybody wants me to look at something particular about their races, just let me know.

Rollo

PS: If you want me to send you any turns, write me an email. I'll be up another hour or so, post the stats up to turn70 and then go to bed.
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  #49  
Old November 8th, 2001, 02:16 AM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by oleg:
I think that Piundon have problems with colony ships as well. The colony ship has only 3 engines and supply storage. The resulting supply is exactly the same as with standard 5-engine ships - 2K, so Piundon ships have _exactly the same range_ but move twice slower ! I understand that Tampa-Gamer have tried to create a long-range colony ship, but it does not work with supply storage I. To get better range, cargo bays but not engines should be replaced with supply.

Oleg.



Thanks for the observation Oleg, this is exactly why we wanted several more pairs of eyes on our races. I think the problem is I originally was designing the epoch 1 colonizers for several succeeding tech levels. With the design of the LRACK colonizer, I guess I should put the originals back to what they were. I will test this tonight. Thanks again.

-TG

[This message has been edited by Tampa_Gamer (edited 07 November 2001).]

[This message has been edited by Tampa_Gamer (edited 07 November 2001).]
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  #50  
Old November 8th, 2001, 02:49 AM

God Emperor God Emperor is offline
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Default Re: TDM-ModPack 2.00 BETA

Guys,
Just to let you know, there has been some compilation problem with the Klingon, Romulan files in mod-pack.
The files I sent for inclusion work fine.
I suspect that they were accidently overwritten by an older Version.
I am in touch with Mephisto regarding it.
I have posted them in the races archive in the mean-time until it is all sorted out.

Regards,
GE.

PS: Its a huge job that Mephisto has undertaken and some bugs were bound to crop up!
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