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  #71  
Old November 9th, 2001, 09:16 AM
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Default Re: TDM-ModPack 2.00 BETA

Personally I would be interested to see how the Terrans and the Xiati are doing in an hightech environment as some of their strength will only show up now (try to hit a Xiati ship now, you will be surprised). The angain, there are many other races to be tested. If you start a new test run make sure to include some of Tampas races as well as none of these were in the Last game. From my races only the Torons should be added.
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  #72  
Old November 9th, 2001, 10:00 AM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by [K126]Mephisto:
Personally I would be interested to see how the Terrans and the Xiati are doing in an hightech environment as some of their strength will only show up now (try to hit a Xiati ship now, you will be surprised). The angain, there are many other races to be tested. If you start a new test run make sure to include some of Tampas races as well as none of these were in the Last game. From my races only the Torons should be added.


Okay, I will run this test a little longer.

Unfortunately all spots for the next game are already taken. The races will be the Sergetti, Xi'Chung, Norak, Dra'kol, Piundon, Colonials, Rage, Vaxin, Jraenar, and the Space Vikings.

Can somebody please tell me, if any of these races have similar (near identical) AI files. So I can make room for the Torons. I was going to include the Jraenar and Vaxin again, because a) the Jraenar did so well b) the Vaxin need a second chance.

Please, let me know which race I can leave out. Otherwise I'll just roll a die .

Thanks,
Rollo
edit:typo

[This message has been edited by Rollo (edited 09 November 2001).]
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  #73  
Old November 9th, 2001, 03:30 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Tampa_Gamer:
Rollo- If you roll the die on one my races, take the Colonials out. Although they have some unique tweaks and a different build queue I would like publicly tested, they are for the most part a combination of the Piundon and Dra'kol AI file.

-TG



Not necessary, I'll either not use the Jraenar again or not use the Toron. I have been in contact with Mephisto and he said it wouldn't be a problem, if they weren't included. But thanks for your suggestion anyway . I'll post the stats of the current game turn 140 soon and will probably start the new game tonight. If anybody has any suggestions/request about the setup please post them.

Later,
Rollo
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  #74  
Old November 9th, 2001, 04:30 PM

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Default Re: TDM-ModPack 2.00 BETA

@Rollo,
Nice to see that my Jraenar and Praetorian did so well by turn 130. The Praetorian AI is basically that of the Klingons (with different stats and politics). The Jraenar is basically that of the Romulans (again with different stats and politics).

I wasnt lying when I said that if any of my races got going, they colonise lots and build lots of ships.....
According to my calcs, the Jranar are short about 40 ships - lost them in a big battle huh? Their build list would be full of Attack Ships, I would expect..
Have just started my own new game with 20 modpack races in a 255 max planet galaxy.
Regards,
GE

PS: When you say lost research, what do you mean?

[This message has been edited by God Emperor (edited 09 November 2001).]
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  #75  
Old November 9th, 2001, 04:43 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by God Emperor:
@Rollo,
Nice to see that my Jraenar and Praetorian did so well by turn 130. The Praetorian AI is basically that of the Klingons (with different stats and politics). The Jraenar is basically that of the Romulans (again with different stats and politics).

I wasnt lying when I said that if any of my races got going, they colonise lots and build lots of ships.....
According to my calcs, the Jranar are short about 40 ships - lost them in a big battle huh? Their build list would be full of Attack Ships, I would expect..
Have just started my own new game with 20 modpack races in a 255 max planet galaxy.
Regards,
GE



God Emperor,
yes, they are doing really well . I have noticed something about their late ship designs, though. I will send you an email about that. Have you seen the colony ship design bug, btw? And yeah, the Jraenar lost a couple of battles. They are starting to recover, though.

The Praetorians are getting bigger and bigger. They are close to becoming MEE. There are a couple of races that are murderous towards them, but who will dare to break the peace? Anyway, stats for turn 140 are attached.

fleets (in turn 140)

Vikings: 5 fleets 14 / 9 / 2 / 2 / 1
Jraenar: 2 fleets 7 / 1
Praetorians: 4 fleets 7 / 5 / 4 / 3 (that's odd with over 200 ships, isn't it? Could it be related to the fact that they are not at war with anybody, so the minister sees no reason to assemble fleets? I don't know.)
UkraTal: 2 fleets 8 / 1
Terrans: 4 fleets 9 / 3 / 2 / 1 (The Terrans had a problem with building ships for some obscure reason previously. Also they would build only defense ships. Now they have a good number of attack ships as well. Looks like the minister has been fired and replaced by someone else who knows how to follow AI files )
Xiati: 6 fleets 10 / 9 / 8 / 5 / 5 / 4
Vaxin: 3 fleets 7 / 5 / 2
Orks: 2 fleets 4 / 1
Romulans: 2 fleets 4 / 2
Klingons: 3 fleets 18 / 9 / 6

loss of research:
Terrans: on 135 after Stell. Har. 3 & Weap Pl. 3; on 140 after Stell. har. 6 & Stell. Manip. 1
Xiati: 135 after SY 3 & Planet Util. 3
Romulans: 135 after prop. 9 & ripper 2

Later,
Rollo
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  #76  
Old November 9th, 2001, 04:47 PM
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Default Re: TDM-ModPack 2.00 BETA

GE,
when I say "research lost" that means that I got message "All projects completed" in the log, when I check on the races every 5 turns. When all research projects are completed the remaining research points are lost.

Rollo
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  #77  
Old November 9th, 2001, 04:48 PM

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Default Re: TDM-ModPack 2.00 BETA

@Rollo,
Just spotted the post about the double colony ships . Most amusing. Not sure what to do about it but my guess is that the AI would have plenty of resources (with even a low bonus)and will not suffer unduly. Looked like a pretty tough colony ship though - would probably even survive an unstable warp point!
Regards,

GE

PS: Research; what bonus setting were you using? I'll take a look at the research % settings whilst playing my current game. Thanks for your observations...

[This message has been edited by God Emperor (edited 09 November 2001).]
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  #78  
Old November 9th, 2001, 04:51 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by God Emperor:
@Rollo,
Just spotted the post about the double colony ships . Most amusing. Not sure what to do about it but my guess is that the AI would have plenty of resources (with even a low bonus)and will not suffer unduly. Looked like a pretty tough colony ship though - would probably even survive an unstable warp point!
Regards,

GE



Just delete the Colony component from the misc. abilities, since you already have that as a "must have".

edit: Is the mail from your profile still used? So I can send something about the ship designs.

Rollo



[This message has been edited by Rollo (edited 09 November 2001).]
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  #79  
Old November 9th, 2001, 05:00 PM

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

I havent raised this before but Rollo's observations have reminded me of it. Does anyone recall the fleet allocations being used correctly?
In all of my games, I have never seen an AI build a really large fleet - in accordance with the Fleet file.

Thoughts?
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  #80  
Old November 9th, 2001, 05:03 PM

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

@Rollo,
Would gladly welcome your thoughts via email - my profile address was correct Last time I looked (I havent changed it at all).
Regards,
GE
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