|
|
|
|
|
September 23rd, 2001, 08:17 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Attn: Suicide_Junkie
I posted a bug report in your pirates life for me thread, then realized just how long that thread is. Didn't want you to miss my post....
|
September 23rd, 2001, 05:40 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Attn: Suicide_Junkie
Thanks, its fixed now.
__________________
Things you want:
|
September 29th, 2001, 08:30 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Attn: Suicide_Junkie
Hi. it's me again. I finally installed 2.3c. Of coarse i did it the hard way; first I deleted 2.2b, so i had to go back and re-patch all the AIs. I used your V2 patch for the stock AIs to save time.
Started a new game. First turn, I get lots of errors. Something along the lines of
"can't read Ability 1 Spaces per one" or something like that. Several for each: Colony (Gas), Colony (Rock), Colony (Ice).
Help!!!
|
September 29th, 2001, 05:29 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Attn: Suicide_Junkie
quote: I finally installed 2.3c. Of coarse i did it the hard way; first I deleted 2.2b, so i had to go back and re-patch all the AIs
P&N v2.3 c already has the included AIs using the latest patch. The only AIs that need further patching would be the ones you added yourself.
quote: "can't read Ability 1 Spaces per one"
This problem is definitely from the AI_designcreation file. Is it possible that these AIs have already been patched?
The AI Patcher is designed to work on AIs from unmodded SE4.
Please post one of the affected AI's design file, and I can take a closer look.
__________________
Things you want:
|
October 1st, 2001, 06:34 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Attn: Suicide_Junkie
Ok. Here's the Abbidon and the rage.
|
October 1st, 2001, 04:00 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Attn: Suicide_Junkie
Hmmm. I've looked through the design creation file, but I can't see anything obviously wrong. I'll try running them under 1.41 tonight.
__________________
Things you want:
|
October 3rd, 2001, 12:57 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Attn: Suicide_Junkie
Any help would be greatly appreciated. I cant explore your tech tree before my PBW game if I can't play solo!
|
October 3rd, 2001, 03:15 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Attn: Suicide_Junkie
Arrgh. Sorry.
I tried starting a game, v1.41 with your patched rage, and I didn't get an error.
I did find that they didn't get the Normal trait when they should have, though. You'll need to move "normal" up one in the list of racial techs for each point level.
Also, your copy of the rage is for SE4 v1.30, apparently. Is that the latest one?
Other than that, they ran fine. Did you have any special settings when you created the game?
[This message has been edited by suicide_junkie (edited 03 October 2001).]
__________________
Things you want:
|
October 4th, 2001, 10:22 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Attn: Suicide_Junkie
No special settings. But, ummm, you lost me on the normal racial trait. Move it up in the list?????
hmm. (Practically) all the non-standard races came from the latest TDM Modpack, and then got patched for P&N. (v1.8 I think it was?) So that is wierd, too..... Maybe I'd better do some housecleaning in my files...
|
October 4th, 2001, 07:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Attn: Suicide_Junkie
There are three areas, for 2K, 3K and 5K point levels.
The general text file has something like:
Racial traits 1 count := 3
Racial traits 1 choice 1:= advanced propulsion
Racial traits 1 choice 2:= natural merchants
Racial traits 1 choice 3:= normal
(Look for this structure, I know that the wording is totally wrong)
Change choice 2 to 3, and 3 to 2, then you're done.
What happens is that the rage use every Last racial point available, and once the first two traits are chosen, SE4 sees that 0 points remain, and quits. It dosen't notice the fact that Normal costs 0.
When you put normal up higher in the list, It gets chosen before the AI runs out of racial points.
At least, that's how I think the guts of AI racial setup work .
__________________
Things you want:
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|