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  #11  
Old August 1st, 2002, 06:12 PM
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Default Re: Why must RCE\'s be fatal?

When I want to do that sort of testing I just make a map with one or just a couple systems.
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  #12  
Old August 1st, 2002, 08:44 PM
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Default Re: Why must RCE\'s be fatal?

Quote:
has anyone ever tried to enter a really small number like 5 or less.

I tried that for testing mods...so that the empires would start next to each other. Sometimes I got an RCE and sometimes not.
Were you letting the game pick random empires? If you left the default of "can't start in the same system", I'd expect a crash whenever there were more random empires than systems.
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  #13  
Old August 1st, 2002, 09:17 PM
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Default Re: Why must RCE\'s be fatal?

No I made sure of that...

Two empires...can start in same system.
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  #14  
Old August 6th, 2002, 04:11 PM
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Default Re: Why must RCE\'s be fatal?

Quote:
Originally posted by Jmenschenfresser:
Speaking of which, it's obvious why over 255 as the number of systems produces an RCE, but has anyone ever tried to enter a really small number like 5 or less.

I tried that for testing mods...so that the empires would start next to each other. Sometimes I got an RCE and sometimes not.
Maybe there's a maximum number of planets per system? How many homeworlds were you trying to give to each player & how many races? Any neutrals (has anyone seen a game where a neutral shares a starting system with another player?)?
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