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  #1  
Old October 30th, 2001, 01:46 PM
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Default Two small bugs and a huge one

Hi guys,
here are some bugs I found:

1) When the TDM Shadows are selected randomly, they produce an error, because the general.txt file asks for "Polical Savvy" rather than "Political Savvy".

2) The "Max ship size tonnage from start" in the settings.txt file doesn't work (or I don't understand it correctly). I set it to max size 410 for the first 15 turns, but the AI nevertheless builds cruisers from the start in a full tech game.

3) Here is the big one: Systemwide abilities don't work under the new patch (I am pretty sure they worked before). Neither the system robotoid factory nor the system databank works. I don't know about the system research thingie, because it is a full tech game. Normal (planet) robotoid factories work as they should.

edit: Can someone confirm any of these?

Thanks for your attention,
Rollo

[edit]: typo

[This message has been edited by Rollo (edited 30 October 2001).]
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  #2  
Old October 30th, 2001, 03:32 PM
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Default Re: Two small bugs and a huge one

I don't think system mineral scanners (etc) work in combination with system robotoid factories, so check if you have a conflict in your system. I think you have to choose one or the other. I find having a system robotoid factory with planet mineral scanners (etc) work fine.

I think the one-per-system system abilities between the system robotoid factory conflict with the one-per-system abilities of mineral, organic, radioactive system facilities.

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Old October 30th, 2001, 04:24 PM
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Default Re: Two small bugs and a huge one

1)You're right.

2) After change the AI_Settings.txt, always remember to shut down SE4, and restart... Try this, and I believe that everything will be ok (I know that several TDM races start with different sizes).

3) I'm at work and unable to test it now...
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Old October 30th, 2001, 05:19 PM
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Default Re: Two small bugs and a huge one

quote:
Originally posted by Master Belisarius:
2) After change the AI_Settings.txt, always remember to shut down SE4, and restart... Try this, and I believe that everything will be ok (I know that several TDM races start with different sizes).



And don't forget to mark them as "Use Style from Race" when you add them to the game...

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Old October 30th, 2001, 05:48 PM
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Default Re: Two small bugs and a huge one

1.) Confirmed and fixed for the next release.

2.) Don't know, havent tested it.

3.) Not confirmed, working fine. Remember, you will only see the effect in the empire window, not on the planet window.
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Old October 30th, 2001, 07:51 PM

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Default Re: Two small bugs and a huge one

"2) The "Max ship size tonnage from start" in the settings.txt file doesn't work (or I don't understand it correctly). I set it to max size 410 for the first 15 turns, but the AI nevertheless builds cruisers from the start in a full tech game."

There are three tonnage size settings. Perhaps the AI is using the other?

quote:
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



My reading of this is that "start 1" is low-tech, "start 2" is medium, and "start 3" is high tech start. Which one did you set?

Phoenix-D
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Old October 30th, 2001, 09:26 PM
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Default Re: Two small bugs and a huge one

Thanks for your answers everybody,

2) I have done some more testing. The max. size will work fine with turn based movement, but it will not work with simultaneous movement. Somebody else please check that.
I have also figured out how the file works now. It works as I thought it would (when it works ).
Phoenix-D, in your example the AI would build CR for the first 20 turns and BC for the next 20 turns (up to turn 40) after that there will be no size limit. Start1,2,3 does not mean tech level start.

quote:
1.) Confirmed and fixed for the next release.
2.) Don't know, havent tested it.
3.) Not confirmed, working fine. Remember, you will only see the effect in the empire window, not on the planet window .


Thanks [K126]Mephisto,
1)
3) Oops, I didn't know that. I have to check that again and add up all the numbers. I hope you are correct (I am sure you are). If the numbers don't show right, it's still a bug, though .

Rollo

edit: typo

[This message has been edited by Rollo (edited 30 October 2001).]

[This message has been edited by Rollo (edited 30 October 2001).]
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  #8  
Old October 31st, 2001, 12:35 AM
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Default Re: Two small bugs and a huge one

Okay, I checked on the system facilities. They DO work. Puh, I am glad. My bad, sorry for the false alert. It is a little confusing that the actual production doesn't show. I assume this is already known to Malfador.

Can anybody reproduce that the AI settings for maximum ship size don't work in sim move?

Rollo
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Old October 31st, 2001, 02:14 AM
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Default Re: Two small bugs and a huge one

quote:
2) The "Max ship size tonnage from start" in the settings.txt file doesn't work (or I don't understand it correctly). I set it to max size 410 for the first 15 turns, but the AI nevertheless builds cruisers from the start in a full tech game.
If that setting turuly wasn't working, I would expect the AIs to build all BaseShips form the start, not Cruisers.

It seems to me that the obvious answer is that the tonnage is rounded up to the next larger hull size.

(IE: 410 -> 500 = cruiser)

Starting out with hulls of cruiser size allows the AI to build SYSes.
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Old October 31st, 2001, 02:41 AM
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Default Re: Two small bugs and a huge one

"It seems to me that the obvious answer is that the tonnage is rounded up to the next larger hull size.

(IE: 410 -> 500 = cruiser)"

Yes, at first I thought so too, but that is not the answer. I have tried different numbers like 400 and 310, but the AI still built CR at the start.

If the game is turn based the 410 setting works and the AI builds LC for the first few turns. It just doesn't work on sim move.

Rollo
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