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  #71  
Old May 14th, 2001, 05:03 AM
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mottlee mottlee is offline
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Default Re: Devnullmod

Dev, have you come out with one for 1.35 yet? I also run into my 1st range error I have no idea what turn for I hade to start it over and was a long time between saves. Keep up the great work

Never mind I found it

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[This message has been edited by mottlee (edited 14 May 2001).]
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  #72  
Old May 14th, 2001, 10:01 AM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

Marty: Thanks for the feedback! I'll look into these and let you know what I find. It's quite likely some of those are due to typos on my part (armor on MINES?? sheesh Bad Devnullicus, no biscuit). If I can fix them with minor typo fixes, I'll put out a minor Version update with the fixes. I don't usually test with high tech, so it's not surprising I miss some things like that.

Mottlee: Devnullmod 1.3 is for Version 1.35 of se4 =). If you get range check errors, see if you can post your save game to here, it's possible I can track down what file the error is in.

Bluecher: Not sure what is going on with your game. In my game, I've created a fast escort with quant engines, solar sail III and it moves 14, just like it should. I'll keep digging though, maybe it's specifically a problem with quantum II engines...


[This message has been edited by Devnullicus (edited 14 May 2001).]
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  #73  
Old May 14th, 2001, 04:10 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Devnullmod

quote:
Originally posted by Marty Ward:
The Taera and Serageti only build up to cruisers and space stations, nothing larger.
The Phong only build up to space station.
This appears to only effect their initial designs. After 40+ turns they seem to build the larger ships.



This is a feature of original SE4 AI, not a bug. The idea is that the larger ships & bases are too expensive/time consuming to build in early stages of the game, so most of the AI have a line "max tonnage" or something like that. I think there's a total of 3 of these lines in each AI, the first two Lasting 20-40 turns each, and the Last one being the ultimate limit for that race.
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  #74  
Old May 14th, 2001, 04:22 PM

Nitram Draw Nitram Draw is offline
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Default Re: Devnullmod

I wonder if that feature could be used to give a variety of ship designs to the AI? Could the turns between the switch be lengthened or could more lines be added for example.
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  #75  
Old May 14th, 2001, 07:15 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Devnullmod

Well, these are the appropriate lines from "*_AI_Settings.txt":

Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 20
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 40
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0

I assume the "0" entries in the "Start 3" lines mean unlimited (a standard established in other text files for SEIV).

I don't think you can change the number of start points, but it looks like you can change the turn limits and tonnage sizes...
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  #76  
Old May 14th, 2001, 07:50 PM

Nitram Draw Nitram Draw is offline
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Default Re: Devnullmod

Cool! Thanks for explaining what those lines mean.
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  #77  
Old May 15th, 2001, 04:01 AM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

Marty Ward wrote:
quote:
Have seen an number of designs with tremendous amounts of shields/hardened shield generators and few (1-2) weapons. Don't know if this is done on purpose or not.



Can you provide a specific race that was/is doing this? It will help me track it down. So far I haven't seen this (though I have seen the AI putting way too much PD on designs).

BTW, I'm working on an update to fix a lot of these kinds of bugs. Will hopefully be out in the next day or so.
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  #78  
Old May 15th, 2001, 06:33 PM

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Default Re: Devnullmod

One idea would be to give each race starting armor, kind ok like what you did w/ PD. I think the largest issue w/ the AI and PD is that they are trying to use the mini mounts as armor. Add another level of armor and give everyone armor I (make it like 30kT damage per space so that researching chemistry is still worth your while). Make armor II like 60kT or so [I hope these numbers are right - guessing off the top of my head from the office at lunch]. That way the computer will have crappy, but at least partially effective armor to use if it hasn't discovered Chem/Armor yet.
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  #79  
Old May 15th, 2001, 08:11 PM

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Default Re: Devnullmod

Want you to know Dev, that the cu cappa have used steller on me and it was cool.
They first came over to one of my good planets and destroyed it into an astroid field,excellant. Then a few turns later the announcement came that the cucappa had built a planet. Congradulations on a fine mod as this little baby is awesome.
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  #80  
Old May 16th, 2001, 02:54 AM

Marty Ward Marty Ward is offline
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Default Re: Devnullmod

Having a great time with this mod, a real challenge and loads of fun!
My mistake on the heavy shield/low weapon ship, it was the Cue Cappa attack repair ship. Thought it was a normal attack ship.
The HE mount range modifier in the ComponentEnhancement file is -4 and the description reads -1. I assume the modifier should be -1.
You may want to check out the Super dreadnaught boarding ships, all races. They have about 20 boarding parties on them. Is that how they are supposed to be?
I still don't understand how the AI is putting two spaceyard components on their ships. I would love to be able to figure that one out.


[This message has been edited by Marty Ward (edited 16 May 2001).]
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