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December 26th, 2000, 09:14 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: Mephisto: Mod Question
I figured out the problem I had. Sorry for not posting it sooner guys. The problem I had with Range Check errors was that I updated to the mod during the middle of a game. Once I realized my blunder, I erased all save games and started from scratch. To date, no RCE's from the EA.  (BIG SMILE)
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 27th, 2000, 09:51 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: Mephisto: Mod Question
Eagleton, the world is so small. I could drive to you in 20 minutes. Funny.
Anyway, the Range Check Errors seem to be connected to a high number of units (or even ships but I never ever had hundreds of ships...). As the EA uses fighters in large numbers, it maybe prone to some RCEs. Altering the files after you already encountered the RCE doesn't help as the AI already has the fighters. Besides it only happens to me in strategic combat. A "solution" is to jump into the EA and fight this one fight without fighters or at least a smaller number of them.
Does this error occur to you in tactical or only in strategic combat? (I saw that it happened to Eagleton in strategic combat)
To me it only happens in strategic combat, too. I sometime have the felling that a unit is hit and destroyed in combat and then again hit causing a RCE as the unit is already deleted.
quote: Originally posted by eagleton:
Of course.
I meant that I used the EA as a computer player, au contraire to Atrocities who did not use the AI but had a range check error with your mod (means when he himself was the EA).
I did not use your mod but the EA script you wrote.
When I got into combat with another race and some EA ships were in the same sector by coincidence, the range check error did occur (strategic combat, there was one carrier and one or two attack ships of the EA).
I looked into your EA-AI and now changed the minimum number of fighters, because you had set them really high. As my victory conditions were fulfilled soon after the range check error, I don't know if that helped.
Best wishes,
Volker
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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December 27th, 2000, 12:06 PM
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Corporal
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Join Date: Sep 2000
Location: Wiesbaden, Germany
Posts: 51
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Re: Mephisto: Mod Question
Hi again, Mephisto aus Deutschland.
I only had this error once, in my only fight with the EA involved. They game was over pretty soon after that.
There is a maximum number of units (in space) allowed in a game that I normally set to 700. I think some of your minimum fighter numbers that an empire must have are above that (up to 900?). In combat, the EA must launch their fighters, so they're in space - but it does not explain why it's only in strategic combat.
Just an idea.
I would appreciate it if you would let the AI's build resupply on their ships again - in games with ancient galaxy, they sometimes will be restricted to their homesystem without it. All other changes you made are great in my opinion. Have you contacted Malfador about it?
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December 27th, 2000, 12:49 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
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Re: Mephisto: Mod Question
Well, the fighter numbers are higher but the AI only uses a fraction of the whole in space. But never the less this could be the reason (and the reason for the >200 Sat REC).
Resupply is somewhat triggy. You cannot make a design that only uses resupply in the early stages and omits it when reaching the quantum reactor. Filling up the AI warships with supply will make them very much less effective IMHO so I won't do it. But if you like to do it, it's just a simple added text line in the EarthAlliance_AI_ShipDesign.txt.
quote: Originally posted by eagleton:
Hi again, Mephisto aus Deutschland.
I only had this error once, in my only fight with the EA involved. They game was over pretty soon after that.
There is a maximum number of units (in space) allowed in a game that I normally set to 700. I think some of your minimum fighter numbers that an empire must have are above that (up to 900?). In combat, the EA must launch their fighters, so they're in space - but it does not explain why it's only in strategic combat.
Just an idea.
I would appreciate it if you would let the AI's build resupply on their ships again - in games with ancient galaxy, they sometimes will be restricted to their homesystem without it. All other changes you made are great in my opinion. Have you contacted Malfador about it?
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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