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				March 21st, 2001, 08:44 PM
			
			
			
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				 pre-ringworld construct save 
 SE4Patch 1.30
 Mod used: mephisto's 1.61
 
 Someone required a ringworld save and i can't remember who it was, so i'm posting this save game i'm still doing, it's at turn 2466.7, it needs 2 more turns to be ready to complete the ringworld, it's being built at koltan 9. The game is still going on, it's at turn 2485.6 and i've built 2 more so far.
 Question for someone:
 The 2nd ringworld i created somehow (i know it's me), put a population on the ringworld (without doing the colonise thing first, please don't ask). Now the thing is, there are no facilities being built on it, i've tried to upload the population onto a large pop transporter so i can colonise it properly, but it refuses to comply, any ideas.
 
 tic
 
 [This message has been edited by tictoc (edited 21 March 2001).]
 
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				March 21st, 2001, 09:07 PM
			
			
			
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				 Re: pre-ringworld construct save 
 You can drop population BEFORE you colonize?  And then can't pick it back up?  That's really weird... 
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				March 21st, 2001, 11:19 PM
			
			
			
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				 Re: pre-ringworld construct save 
 freaky, are they breeding?  if so, you could drop colonists on a world in a threatned sector, and then come by and colonize it when it is safe from hostile action and the population has grown to a respectable level. 
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				March 21st, 2001, 11:53 PM
			
			
			
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				 Re: pre-ringworld construct save 
 Here is the game so far complete with the mysteriously breeding population on ringworld #2 in the forlon system (Forlon X). I didn't noticed that the pop had risen to 506M cause i am busy trying to control the over production of units (i've reached the 1000 units limit). The purpose of stretching out this game is just to see how far i get before i get tired of it, but as a plus side, it may also reveal anomalies not readily apparent
 tic
 
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				March 22nd, 2001, 01:11 AM
			
			
			
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				 Re: pre-ringworld construct save 
 This game is unbelievable! I have never seen anyone play this far.Do I get it right that your AI-opponent built a ringworld? It would be the first AI-ringworld I've ever heard of. Or was it a human player?
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				March 22nd, 2001, 03:24 PM
			
			
			
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				 Re: pre-ringworld construct save 
 I created the ringworld in Forlon and have just realised what has happened to the mysteriously breeding colonists on it. I created the ringworld and then ended my turn, by the time it was my turn again, the AI had colonised it! Thats why i couldn't upload anyone from it (duh). I never switch to the AI to check on what they are upto, i prefer to play in the dark so to speak, but on this occasion i did, and thats when i saw what they did. The AI in this game has created 4 systems complete with asteroid to planet conVersions. I have another ringworld almost complete in the ultranox system, what i'm going to do is leave it there and see if the AI is clever enough to finish it.
 tic
 
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				March 22nd, 2001, 05:15 PM
			
			
			
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				 Re: pre-ringworld construct save 
  quote:Originally posted by tictoc:
 I created the ringworld in Forlon and have just realised what has happened to the mysteriously breeding colonists on it. I created the ringworld and then ended my turn, by the time it was my turn again, the AI had colonised it!
 
 
That's a pretty aggressive AI... and fortunate that he had a colony ship close enough to do that.  It makes perfectly logical sense that the AI would try; after all, a ringworld is a VERY attractive colonization target.  Of course, what were you thinking, building a ringworld so close to the AI?     quote:Originally posted by tictoc:
 The AI in this game has created 4 systems complete with asteroid to planet conVersions.
 
 
Now THIS is a first - I've never heard of the AI actually using planet creators...
  quote:Originally posted by tictoc:
 I have another ringworld almost complete in the ultranox system, what i'm going to do is leave it there and see if the AI is clever enough to finish it.
 
 
 
I assume you mean clever enough to colonize it; unless you plan to "gift" the bases to the AI before you build the ringworld itself (could be devastating if he ends up with the maintenance burden for more than a turn or two     ). 
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				March 22nd, 2001, 09:29 PM
			
			
			
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				 Re: pre-ringworld construct save 
 Yeh The AI is quite sneaky. As i'm coming up to the end of where i want to go with the game i though 'what the heck' build it anywhere (pretty dumb huh). As for the AI building worlds, all i did was build one star creator and the AI did the rest IWO building support ships and converting the asteroids, i did not tell it to build anything else or move-to, convert/colonise). 2 systems were wiped out by star anomalies thereby destroying all planets, so, the AI just created another star in the systems and rebuilt them back again. The AI did not take up the tasty morsel (r/world) i left it and after about 15 turns i used it myself. The AI has put the star creator on top of Forlon x (the enemy r/world) at this point in time and just stays there reporting that 'it cannot create a star when there is a construction around it'? The game save attached is at date:2496.0 The AI is in the process of creating planets in the Baksha system, a 4th ringworld is 3 turns away from completion on the 2nd star in the Ultrinox system and there are the players race (torons) against the AI (Praetorian race). Both have reached the 200 ship max allowed (there is some impressive firepower on both sides). I would like to re-install to original so i can try to recreate the 'lack of resource bug' in the 1.30 patch for Aaron, so if anyone wants to d/load and declare war, can you post it and let us know how you got on.Question time guys: In this game the unit limit of 1000 units allowed in space has been reached (long time ago). Now whenever i get the message 'cannot launch units in space' i jettison them, so the thing is, what happens to them, are they as i imagine, just dumped into space (and therefore exceeding the unit limit) and the AI still keeping track of them, or are they removed from the game itself?
 
 tic
 
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				March 22nd, 2001, 09:50 PM
			
			
			
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				 Re: pre-ringworld construct save 
 Jettesoning units removes them from the game.
 An argument could be made that jettisoning mines or sattelites should be just like launching them, but I guess it is understood that launching includes some kind of activation that if not done results in expensive space junk instead of an actual sattelite or a mine.
 
 Geo
 
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				March 22nd, 2001, 11:52 PM
			
			
			
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				 Re: pre-ringworld construct save 
 I took the game upto date 2500.0 and declared war (i couldn't resist it), when i attacked the enemy ringworld (turn 3 Forlon x, my computer locks up with 'game not responding', there no prob with other planets/ships so by this token, is the AI smart enough to deal with ringworlds or does it go into an infinite loop trying to work it out.
 tic
 
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