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				June 21st, 2001, 08:52 PM
			
			
			
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				 TDM Modpack 1.72: non-responding AI players? 
 Hello all, 
I am currently trying a game with SE4 verison 1.35 and TDM Modpack 1.72. (previusoly I tried other configurations but that led to problems). This configuration is almost problem-free. I play against 15 AI players, all races that were included in the Modpack (and thus compatible with it) plus a few neutrals. I played for about 20 turns and encountered one neutral and two other AI races (the Narn and the Colonials). 
 
The weird thing is, the Narn do not respond at all to my diplomatic Messages, e.g. treaty requests. The others respond normally..(they're not interested     
IS this normal?
 
Also, I still notice that when I finish my turn, the AI processes the turns for about 5 or 6 players normally (takes about a second per player) but the others flash by in less than 1/10th of a second. That suggests that those races are not being played/controlled/handled by the AI at all...
 
Can anyone comment? Has anyone seen this before? Is my game crippled or should I continue it?
 
Thanks in advance,
 
Dragonlord.
			
			
			
			
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				June 21st, 2001, 09:39 PM
			
			
			
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 Colonel |  | 
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				 Re: TDM Modpack 1.72: non-responding AI players? 
 Seems to be that you have selected manually the races, but you forget to change the race to AI control.
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				June 21st, 2001, 09:48 PM
			
			
			
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				 Re: TDM Modpack 1.72: non-responding AI players? 
 What I did was manually select the players, start the game, and in turn one (before doing anything else) hit F2, Players, and turn over all races except my own to the AI.
 So I don't think that's the cause...
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				June 21st, 2001, 09:59 PM
			
			
			
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 Corporal |  | 
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				 Re: TDM Modpack 1.72: non-responding AI players? 
 I've always found that the turns for neutrals take a lot less time.  That's likely the cause on the latter problem.  As for the Narn... I don't know what to say there.  It may be something in the AI scripting, or a weird bug.
 LL
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				June 21st, 2001, 10:03 PM
			
			
			
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				 Re: TDM Modpack 1.72: non-responding AI players? 
   quote:Originally posted by Dragonlord:
 What I did was manually select the players, start the game, and in turn one (before doing anything else) hit F2, Players, and turn over all races except my own to the AI.
 
 So I don't think that's the cause...
 
   Also for every race, inside the minister options, you need to select the option to full AI control.
 
One more thing: when you're starting a game, if you select manually the race, you should change the race to AI control, using the "Edit Empire" option. This is more fast and easy.
 
[This message has been edited by Master Belisarius (edited 21 June 2001).] |  
	
		
	
	
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				June 21st, 2001, 11:47 PM
			
			
			
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				 Re: TDM Modpack 1.72: non-responding AI players? 
 Belisarius:
 Aha ! I did not know that. So I should play each race for one turn so I can turn full AI on for them? That would take far too long...I'll go back to the old method of turning them over to the AI one by one while I am still setting up the game.
 
 (sigh, I wish there was a faster way of doing that)
 
 In fact I just started a new game doing just that, and it works fine... now I'm scouting for the Narns to see if they will play like they're mute puppets again.
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				June 21st, 2001, 11:50 PM
			
			
			
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				 Re: TDM Modpack 1.72: non-responding AI players? 
 When using added AI players, you should always set them to computer control in the game set-up phase.  Setting them after starting the game gives them a serious disadvantage b/c they do not utilize all of their unique AI files (using the default instead)and they lose out on the initial turn tech point bonus. 
				__________________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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				June 22nd, 2001, 02:52 PM
			
			
			
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				 Re: TDM Modpack 1.72: non-responding AI players? 
  quote:Originally posted by Tampa_Gamer:
 When using added AI players, you should always set them to computer control in the game set-up phase.  Setting them after starting the game gives them a serious disadvantage b/c they do not utilize all of their unique AI files (using the default instead)and they lose out on the initial turn tech point bonus.
 
 
I think Patch 6 corrects a couple of those problems; not necessarily all (and they certainly can't fix the initial turn tech point bonus). 
				__________________L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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