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  #51  
Old November 8th, 2001, 03:15 AM
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Default Re: TDM-ModPack 2.00 BETA

and the game goes on...

Diplomacy (turn 70):
Norak (me): T&R with Vikings, TA with Jraenar, TA with Praetorians, war with Terrans, TA with Xiati, P with Vaxin, war with Romulans
Space Vikings: T&R with Norak, TA with Jraenar (!), MA with Praetorians, P with UkraTal, MA with Terrans, war with Xiati, MA with Orks, MA with Klingons
Jraenar: TA with Norak, TA with Vikings (!), T&R with UkraTal, war with Terrans, war with Xiati, TA with Orks, war with Klingons
Preatorians: TA with Norak, MA with Vikings, TR with Terrans, TR with Xiati, war with Vaxin, P with Romulan
UkraTal: P with Vikings, TR with Jraenar, war with Orks, P with Klingons
Terrans: war with Norak, MA with Vikings, war with Jraenar, TR with Praetorian, TA with Vaxin, P with Romulans
Xiati: TA with Norak, war with Vikings, war with Jraenar, TR with Praetorians, P with Vaxin, TA with Orks, P with Romulans
Vaxin: P with Norak, war with Praetorians, TA with Terrans, P with Xiati, war with Romulans
Orks: MA with Vikings, TA with Jraenar, war with UkraTal, TA with Xiati, war with Klingons
Romulan: war with Norak, P with Praetorians, P with Terrans, P with Xiati, war with Vaxin
Klingons: MA with Vikings, war with Jraenar, P with UkraTal, war with Orks

other stuff:
Terrans: loss of research on turn 55 after gas colo tech & Appl. Pol. Sci, on turn 65 after computers2 & PDC4, on turn70 after adv mil sci2 & repair3; the terrans have all colonization tech since turn 55 and increase their resources and research like crazy.

Vikings: around turn 55 the Vikings and Jraenar made peace after a long and bloody war that (surprisingly) holds until now, even though both races are murderous at each other. I guess they are just too busy elsewhere . The Viking-Xiati war should be interesting in the future. While the Vikings managed to gain ground previously and even captured and secured one of the Xiati shrine worlds, the Xiati now have the Talisman and are inflicting heavy damage to the Viking fleets. Btw, the Vikings boarded a Xiati carrier some time ago that is now included in one of their fleets.

If you want to know something else, let me know.
Good night,
Rollo
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  #52  
Old November 8th, 2001, 04:04 AM
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Default Re: TDM-ModPack 2.00 BETA

For the record, and off topic, I would like to say thank you to Mephisto, God E, and everyone else who is involved, for all the work that they have done on the TDM pack. Your work is greatly appreciated guys.

[This message has been edited by Atrocities (edited 08 November 2001).]
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  #53  
Old November 8th, 2001, 08:45 AM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Rollo:
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.



Thanks for the info! I don't think I'll need to see the save game. Just keep us posted on how things are going. This is a huge help. If you can, check out the Rage in your next game, they may have a few new tricks up their sleeves.
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  #54  
Old November 8th, 2001, 10:38 AM
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Default Re: TDM-ModPack 2.00 BETA

New Ai files: Fixes problems with the Vaxin and the Shadows.
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  #55  
Old November 8th, 2001, 11:07 AM
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Default Re: TDM-ModPack 2.00 BETA

For [K126] Mephisto, Alpha Kodiak and Tampa_Gamer
Many thanks to you and the others guys for the wonderful work! I have some question for you:
First, if I understand correctly, the Last TDM_ModPack Version is TDM_ModPack 200.zip posted 7 November 2001 16:21, upgraded with BetaUpdate2.zip posted 8 November 2001 08:30, which already cover the fixes in TDM_ModPack.zip file posted by God Emperor 7 November 2001 13:08 and the fixes in Vaxin 111.zip file posted by Alpha Kodiak 8 November 2001 06:30, or I need even BetaUpdateI.zip, posted 7 november 2001 16:45?
About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack?
Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt, QuadrantTypes.txt from Deathstalker and Events.txt ver.1.30 from Dracus, posted 21 July 2001 15:46?
Thanks and bests regards.
Marco.
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  #56  
Old November 8th, 2001, 01:01 PM
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Default Re: TDM-ModPack 2.00 BETA

Thanks for your kind words, Marco.
Answering your Question: Just download the TDM-ModPack_200.zip OR the latest Beta Update 2.zip (I keep all my files up to date ). All fixes, including the ones for the Colonials, are included in both files.
Further, there are no known conflicts with these other MODs, read the Readme - Compatibility.txt that comes with the ModPack for further details.
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  #57  
Old November 8th, 2001, 03:18 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by God Emperor:
@Rollo,
Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent....



Yes, they are getting really big. FYI, they have researched gas colo tech in turn 50. I was planning on including them in my next test again to see if they can repeat this performance, but I have just realized that all the slots are already full. I want to limit the races to 10, because that makes it easier to post the stats (so far I had to make two screenshots and cut and paste the Klingons into the leaderboard, because I had 11 races and the game only shows 10 races on one screen).

The next test will include the Sergetti, Xi'Chung, and Norak (as requested by Daynarr), the Dra'kol, Piundon, and Colonials (as requested by Tampa), the Rage (for A.K.), and Vaxin (they deserve a second chance), and of course myself and the Space Vikings (hey, I am not doing this out of pure altruism. I want to see how my guys are doing ).

[K126]Mephisto- I will send you the saves up to turn 100.

I will post stats and more info up to turn 100 later today.

Rollo

PS: It just came to me how can include the Jraenar also in the next game. I'll just put myself as the Last player in the list. Nobody is really interested in my stats anyway .
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  #58  
Old November 8th, 2001, 03:46 PM

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Default Re: TDM-ModPack 2.00 BETA

@Rollo,
Keep up the good reports!
Am a bit busy myself currently, with the Last week being particulalry hectic play testing the mods and getting them finalised.

Incidently, the Jraenar AI is the same as the Romulan AI, with racial traits providing the only difference.

If you check the races that I have worked on, you will see that Gas Giant technology is very advanced in their research queue with Ice technology being a little further back. In my play tests, if my AI get a decent start, they grow quite massive and build impressive sized fleets.

Have fun!

Regards,
GE
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  #59  
Old November 8th, 2001, 05:24 PM
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Default Re: TDM-ModPack 2.00 BETA

Here are the stats for turns 71-100.

The Orks have suffered from the war with the Klingons, also the Vikings captured one of their breathable mining colonies with troops. Let's see, if they can strike back...
Also the Orks and Vikings have been falling behind from their good positions in the early to mid-game, because they haven't researched other colonization tech (I suppose).

Colonization tech (as of turn 80)
Vikings: Ice
Jraenar: Rock, Gas, (Ice is in the queue)
Praetorians: Rock, Gas
UkraTal: Ice, Gas
Terran: all
Xiati: all
Vaxin: Gas
Orks: Rock
Romulans: Gas
Klingons: Rock, Gas

Diplomacy (turn 90):
Norak (me): MA with Vikings, war with Jraenar, TA with Praetorians, war with Terrans, TA with Xiati, P with Vaxin, war with Romulans
Space Vikings: MA with Norak, war with Jraenar, P with Praetorians, P with UkraTal, MA with Terrans, TA with Xiati, TR with Vaxin, none with Orks (I don't know who broke that MA), TR with Romulans, MA with Klingons
Jraenar: war with Norak, war with Vikings, TA with Praetorian, P with UkraTal, war with Terrans, war with Xiati, TR with Orks, war with Klingons
Praetorians: TA with Norak, P with Vikings, TA with Jraenar, MA with Terrans, MA with Xiati, TA with Vaxin, MA with Orks, P with Romulan
UkraTal: P with Vikings, P with Jraenar, war with Orks, P with Klingons
Terrans: war with Norak, MA with Vikings, war with Jraenar, MA with Praetorian, TR with Xiati, P with Vaxin, P with Romulans
Xiati: TA with Norak, TA with Vikings, war with Jraenar, MA with Praetorians, TA with Terrans, P with Vaxin, MA with Orks, P with Romulans
Vaxin: P with Norak, TR with Vikings, TA with Praetorians (the Vaxin-Praetorian war has ended both races are brotherly now towards each other), P with Terrans, P with Xiati, TA with Orks, war with Romulans
Orks: none with Vikings (I don't know who broke that MA), TR with Jraenar, MA with Praetorians, war with UkraTal, MA with Xiati, TA with Vaxin, war with Klingons
Romulan: war with Norak, TR with Vikings, P with Praetorians, P with Terrans, P with Xiati, war with Vaxin
Klingons: P with Vikings, war with Jraenar, P with UkraTal, war with Orks

While I don't know if this just happened by chance or is due to the politics file, I really like the sneaky Romulan diplomacy. Waging war against weaker nations and making peace and partnerships with stronger ones is very Romulan-like (At least AFAIK, not being a hardcore trekkie ).

fleets (in turn 100)
Vikings: 4 fleets 13 / 13 / 3 / 2
Jraenar: 4 fleets 30 / 21 / 20 / 12
UkraTal: 2 fleets 15 / 8
Terrans: 5 fleets 5 / 4 / 4 / 2 / 2
Xiati: 5 fleets 4 / 4 / 3 / 2 / 1
Vaxin: 4 fleets 7 / 3 / 3 / 3
Orks: 5 fleets 2 / 1 / 1 / 1 / 1
Romulans: 2 fleets 2 / 1
Klingons: 3 fleets 20 / 6 / 3

lost research:
Jraenar: turn 75 after Ship Con.6 & Stell. Har.4; turn 90 after missiles5 & combat support2
Terrans: turn 75 after Adv Mil Sci 5 & prop.5
Praetorians: turn80 after Null-Space1 & prop5; turn 95 after Stell. Har.6 & Industry
Romulans: turn 85 after mines3 & Null-Space1
Xiati: turn 90 after Adv Mil Sci 2 & Repair 3

When I checked on the fleets, I noticed that a number of races (Jraenar, Praetorian, UkraTal, Romulan, Klingons, and maybe others that I missed) also build troop transports. Without getting too much off-topic here, let me suggest that you use normal warships hulls rather than transport hulls for the troop ships. Also it might be a good idea to make the minimum size something like BC or BB (depending on your research), since troops are not researched until the late game by these races. Most of the TTs that I have seen were small transports with ion engines I, so they have been sitting in orbit for some time. Check the files of the Aquilaeian, Orks, or Space Vikings for inspiration. BTW, the AI files I am using for the Vikings in this test are not posted, yet. But if anybody is interested, I can send an AI update.

Cya,
Rollo
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  #60  
Old November 8th, 2001, 05:27 PM
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Default Re: TDM-ModPack 2.00 BETA

Marco:

The BetaUpdate2.zip download will give you the same fixes as the Vaxin 1.11 download, so you don't need both.

I only posted the Vaxin separately for those who don't use TDM.
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