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April 8th, 2001, 02:02 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Pyrochette Empire Version 1.1
In the AI MOD forum, I have uploaded the Version 1.1 of the Pyrochette Empire.
Upgrades.
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1) Was fixed a problem in the General.txt. Now, you can play the race with the random mode, but because exist a bug in the SEIV Version 1.30, the race generated in the random mode, will be more weak than the *.emp that I did.
2) Were included the Original Pyrochette race pictures. If you like it more, you can rename the current pictures and replace them with the original.
- Original_Pyrochette_Pop_Mini.bmp
- Original_Pyrochette_Pop_Portrait.bmp
- Original_Pyrochette_Race_Portrait.bmp
3) Was re-done the file Construction_Vehicles.txt (mostly, to improve the Pyrochette defense).
4) Some minor changes in the Construction_Facilities.txt
5) Where included Mine-Sweepers in the Attack/Defense Ships. BUT, because in the 1.30 Version exist a bug, that a cloaked ship can not sweep mines, the mine-sweepers will be useless. Anyway, I have included it, because I hope that it will be fixed in the next SEIV patch.
Special thanks to the people that sent me reports.
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April 8th, 2001, 07:48 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Pyrochette Empire Version 1.1
Thank you again for this great race. They are doing so well (original Version) that I will use your AI files for other races with temporal technology in my games.
Now are you sure the new Version works as random computer empire? I had a look at the General.Txt file and there are still numbers below 100% and the General description is over several lines. The latter obviously prevented the computer to read all lines below. In the original Version I corrected both points and had no more error Messages so far.
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April 8th, 2001, 10:54 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: Pyrochette Empire Version 1.1
>Now are you sure the new Version works as random computer empire?
Well... I was testing again, and the General.txt still had problems... but this time with the "Enter" character in the race descriptions. Now should work (I hope!!!!).
About your observation with the points bellow 100%, you're right. But at least the game doesn't crash!!
You only will get a weak *.emp design, for this, I always suggest to play using the *.emp files.
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April 9th, 2001, 08:02 PM
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Second Lieutenant
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Join Date: Mar 2001
Posts: 539
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Re: Pyrochette Empire Version 1.1
I am still having problems when I try to quickstart them. As soon as I scroll down to the page they are on, I get an error that reads that the AI_General is missing the lines "demeanor" on down. What is wrong?
BTY Have you voted for the Civil war idea yet in the vote thread? If you need info on it check out the overview in the intergalactic civil war thread.
Thank you for your time!
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April 9th, 2001, 08:09 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Pyrochette Empire Version 1.1
What exactly does a number less than 100 in the charactistics of the General file do?
Does it stop reading it, does it chop off lines that would put it over the game point limit?
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April 9th, 2001, 08:28 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: Pyrochette Empire Version 1.1
chewy027: please download the file again, and try... Note that I found and fixed a new bug: the General.txt had several "Enter" characters, and the program crashed for it.
Nitram Draw: I don't know exactly, and to be honest... I don't care much. In my opinion, if a person want to use the real Pyrochette Empire in the game, is very easy to use the *.emp files.
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