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  #1  
Old July 24th, 2001, 09:16 PM

tictoc tictoc is offline
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Default R/W - AI Bug fixed yet?

Hi guys, back in the day of patch 1.30 (with TDM 1.6), I encountered a bug concerning r/worlds and the AI's ability to deal with them.
1. I had a r/world built and a minister controlled 'star creator' refused to budge from it just stating that it 'cannot create a star when there is a construction around it'.
2. The game locked up whenever the AI tried to attack the r/world, so i never did find out the outcome.

regards tic
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Old July 24th, 2001, 10:05 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: R/W - AI Bug fixed yet?

It might not be an AI bug, but a general bug. Has anyone ever had combat over a ringworld or sphereworld? Tactical or strategic? I don't think there's a picture to represent either on the combat map and I think that the game would freak if you had combat start there. It's just that most people are too powerful to have to worry about direct attack on their constructed world by the time they get it finished.
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Old July 24th, 2001, 10:32 PM
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Default Re: R/W - AI Bug fixed yet?

yes, Pukes Furball Game on the PBW server contains a SW at the center, and there have been a couple strategic combats in orbit. colonies have been wiped off of it twice, i believe. i will load up a simulator battle now to see if it has a graphic in tactical, but it should, and in fact it should be the same graphic that shows up on the sector details when you click on a planet.

i think.

edit: indeed, this is so.

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[This message has been edited by Puke (edited 24 July 2001).]
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Old July 25th, 2001, 09:19 PM

tictoc tictoc is offline
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Default Re: R/W - AI Bug fixed yet?

Puke.. is the furball game using the stock S.E.4 (no mods) with latest patch?
Baron..I'm not one for combat really, i much prefer the trading and politics (if only the political AI was like Alpha Centuri) side of it, so the more i can string out the game so to speak, the more fun i get out of it. By that token, getting the most powerful weapons is not a priority for me and this is why i asked the question about the AI dealing with ringworlds. It would be a shame (read frustrating) if i got to the stage whereby i built one again, only for the AI to fall over itself (up to patch 1.30) trying to work it out.

thanks for the replies guys.

tic
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Old July 25th, 2001, 10:50 PM
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Default Re: R/W - AI Bug fixed yet?

yeah, no mods. it started on 1.30 and was upgraded to 1.41, but I think everything arround the SW happened on the newer Version. I dont think there are any bugs with the RW/SW.

The only bug I remember hearing about was one a while back when some AI fleet attacked a stellar construction with a massive fleet with some loaded carriers, and the construction had some massive assload of fighters on it, and the sheer number of units in one fight crashed the game. let it be known that in a 1.30 test game that we ran a combat with probably over 2000 fighters and over 300 escorts, the program did not crash, but it took FOREVER to process.

I heard about another one where the AI colonized a SW from under someones nose, and they were confused about why the thing had a population on it for a while before they figured out what had occured.

other than this, i think they are a completely stable game feature. the AI might not build them, but it is able to coloize and attack them.

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Old July 26th, 2001, 06:07 AM
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Default Re: R/W - AI Bug fixed yet?

Yeah, you can see the SW in the combat window. It looks pretty cool sending your fleet in to wipe out what looks like a huge, shiny deathstar. Unfortunately, neither player had the time to defend it very well. Starbases look like satellites in orbit around it. Very impressive.
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