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  #1  
Old September 25th, 2003, 10:40 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by Captain Kwok:
[QBNo, that won't help. This is an error that MM has acknowledge. I just hope it gets fixed in that hoped-for final patch for SE:IV.[/QB]
im more hoping all the effort goes into sev. i found a bug in the tech requirements for small graviton beams, but im not inclined to report it - since id much rather have se5 than one more patch. the game is running pretty smoothly as it is.
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  #2  
Old September 25th, 2003, 11:29 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by Imperator Fyron:
That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).
To make absolutely sure I just ran a test. Created a mod folder containing stock data files, race folders for Terrans, Piundon, and Xiati (only 3 races in the race folder), and an emp. file for each (all placed in the propper spot of course). I changed the min. and max. number of computer players for low, medium and high settings in settings.txt all to 2 (except for low which I kept as a minimum of 1, and left neutrals as-is).

I started several new games, at varying AI# settings, with and without neurtals. The results were the expected number of AIs and of the apropriate race, with intact AI files (or at least the AI_general file was being used properly).

I repeat, if you properly edit settings.txt to include no more AIs than are in the mod, there is no duplication, no AI conflict, no problem.

Indeed I have seen the duplication problem but I have only seen it when the settings.txt has not been properly edited to take into account the new maximum number of AIs.
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Old September 28th, 2003, 09:00 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

QR, you must have encountered a fluke, as dozens of people have noticed the bug, AND MM has acknowledged the existence of the bug... the Star Trek Mod for one had to be changed to include more races because of the bug.

Quote:
Originally posted by E3:
Do we still need 20 race folders?
Or since the game can only use 3 maximum, wont 3 do?
No, 3 will not do at all. You must have 20 to avoid the bug.

[ September 28, 2003, 20:01: Message edited by: Imperator Fyron ]
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Old September 29th, 2003, 05:14 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

How could he encounter a fluke on multiple games?

And I just ran a similar test, and got the same results that he did. I set it to 2 races, and changed the settings.txt to make the computer players only be 1 for each setting(low med high) and both races always got their shipset, on multiple tries.

[ September 29, 2003, 05:07: Message edited by: Jake Monroe ]
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Old September 29th, 2003, 11:45 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

It must be an odd bug then...
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