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January 25th, 2001, 11:55 PM
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Sergeant
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Re: Posted: Updated Default Races
bump.
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January 26th, 2001, 12:11 AM
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Captain
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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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January 26th, 2001, 05:27 PM
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Captain
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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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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 26th, 2001, 05:36 PM
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Sergeant
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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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January 26th, 2001, 05:56 PM
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Captain
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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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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 26th, 2001, 06:59 PM
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Brigadier General
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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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January 26th, 2001, 08:14 PM
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Captain
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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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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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