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  #1  
Old January 25th, 2001, 10:13 PM

SunDevil SunDevil is offline
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Default Posted: Updated Default Races


I've updated all the default and neutral races to handle diplomacy a lot better. You can now download it in the mod section. I would appreciate feedback considering its Version 1.0.

The changes that I've made were to make each default race act more like their given description. I hope you enjoy.

P.S. If Aaron or MM have a problem with this update just let me know.
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Old January 25th, 2001, 11:55 PM

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Default Re: Posted: Updated Default Races

bump.
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  #3  
Old January 26th, 2001, 12:11 AM
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Default Re: Posted: Updated Default Races

SunDevil- I will try these out tonight after my wife goes to sleep (I'm already in deep $%&# for the amount of hours I have spent "modding"). Anyway, you might want to delete your first post of the Abbidon files over in the download section since your second, combined file seems to contain an update of these earlier files.
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Old January 26th, 2001, 05:27 PM
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Default Re: Posted: Updated Default Races

SunDevil-

I didn't get to play with them Last night. In fact I wasn't allowed to boot up my computer at all Anyway, have done some comparisons against my Darlok and have the following observations:

(1) I see you didn't like the max ship size tonnage either.

(2) Have you seen any difference with the max turns to wait until next attack? I did some earlier experimentation with us, but did not pursue.

I did not see any glaring spacing errors while scanning and definitely see that if all of the lines work as indicated, this should make the AI personalities more consistent with their racial description. Nice Job!
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Old January 26th, 2001, 05:36 PM

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Default Re: Posted: Updated Default Races

Tamap_Gamer:

I've played about six games with these files and the races who are suppose to be aggressive and warmongers are, and the races who are in the middle have some peace treaties and some are at war. The peaceful races have treaties with other peaceful races and some middle races and are at war with the aggressive war mongers. Overall, I would see this was a good first step.

1. With the max tonnage, you were right, and I will right now give you credit for that. Having a max tonnage doesn't make much sense if all races start out with full tech.

2. With the max turns, I think it is interlinked with how many systems some races target when they get angry. So if they target 30% of one of their enemies systems, and they attack one of them, they then wait so many turns before they attack that same system or another system within that 30% again.

Thank you for taking a look at it, I'm going to keep playing with it, by I was wondering if there was a chance to maybe add this to the next Version/or future Version of the mod pack?
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  #6  
Old January 26th, 2001, 05:56 PM
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Default Re: Posted: Updated Default Races

SunDevil-

There is absolutely no reason to give me credit for anything, we are all "discovering" how these files interact and work with each other so we will all be using each other's work as an example of what to do/not to do. On the next Mod Pack - Yes, absolutely - if Daynarr and Mephisto agree and it play tests ok this weekend. I think we are shooting for the end of next week for the next Version of the Mod Pack. In the meantime, I really need to isolate this intermittent index error that was reported by two people - any help would be appreciated!

[This message has been edited by Tampa_Gamer (edited 26 January 2001).]

[This message has been edited by Tampa_Gamer (edited 26 January 2001).]
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Old January 26th, 2001, 06:59 PM
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Default Re: Posted: Updated Default Races

I certainly have no objection to add this "politic" mod to the package.
Tampa, I had a short look into your files regarding the RCE but found nothing. Has it been confirmed that is the Darloks?
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  #8  
Old January 26th, 2001, 08:14 PM
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Default Re: Posted: Updated Default Races

Mephisto, I have not confirmed that it is the Darloks. However, I have a save game from the first error reported and it does appear to pop up as soon as the screen says "player x taking turn" where player x is the Darlok. But again, I do not know whether there would other algorithms/modules being executed by AI that would cause this to come up at that point. When I went to the file it appeared to be huge mid-life galaxy (modified to have extra planets), 5000 racial points with a lot of races playing including the three "mod" races (turn 37). When I went back and turned it over to human control for that turn, it appeared that a message was coming up stating a colonizer was filled to capacity. I would hope that this message would not be causing that error? Anyway, I have inspected all of our files (yours and Daynarr's as well as mine - nothing except a few extra spaces in the Darlok anger file which seemed to have no effect on my test games). So I am still looking.
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Old January 26th, 2001, 10:08 PM

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Default Re: Posted: Updated Default Races

Tampa_Gamer:

I found a few things that need to tweaked a little.

1. Still finding that races that are in the red (as in hatrd, angry....) can still make Trade Alliances with each other. Is there a way to find out what the cut-off is for each kind of mood, or is it going to be good ole play-testing?

2. Some of the peaceful races are a little too forgiving of past aggressions, I know how to change this so it will be revised.

Everything else I've seen is going well, I've been playing with some of the design files of the ai races to build more colonizers to have more planets and its working okay.

When you get a chance to play with my mod, let me know what you think.

P.S. From the Posts about the range check error, it might have something to do with your ship design files.

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Old January 26th, 2001, 10:15 PM
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Default Re: Posted: Updated Default Races

SunDevil - Congrats on your promotion . On another note - based on your earlier discussion threads about limiting the amount of AI constructed facilities, I experimented and added that concept into the Darlok facility build queues. B/T/W thanks - you should get credit for that concept. However, I am wondering whether you still use this in your mods? The reason I ask is this was one of the many significant changes I made between Version 1.31 and 1.35 and I am backtracking all the changes I made to isolate this reported index error that some people are getting. So have experienced any problems limiting the facilities?
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