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April 6th, 2001, 08:38 PM
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Corporal
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Join Date: Feb 2001
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Range Check Error
Well, I was getting a range check error the other night. I'm playing TDM modpack. I'm playing as the Crystals, and am fighting Darloks at the moment. My ships are currently armed with DPU Cannon V, and Null Space III's. Anyways, I've got a goodly-sized fleet parked on a wormhole. The Darloks fly a Light Cruiser Mine Layer through. I start shooting at it and RANGE CHECK ERROR. Well, I reloaded the game and tried Strategic Combat... Same thing. I reloaded a couple of more times and tried firing with different ships. Same thing. Then, after reading a thread in here somewhere, I tried something new. I had recently captured a Darlok Cruiser equipped with Incinerator beams. This time I used it to shoot at the ship. No error. So I reloaded, and used my ships...With the DPU Cannons ONLY...(NO NULL SPACE). Guess what? No range check error. Sooo....looks like there is some kind of problem with Null Space Cannons or something of that nature. It's not like my ship is equipped with that many, my DN's only have 3 Heavies, and my BB's have 2 Heavies. Even weirder is that moments after the CL is blown up, the Darlok's flew 3 BC's in. I could fire any/all of my weapons and no errors.
Odd.
Codo
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April 6th, 2001, 09:15 PM
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Colonel
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Join Date: Jul 2000
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Re: Range Check Error
Yep. I had the same problem but with other races in the Modpack (I can remember the Norak).
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April 6th, 2001, 09:20 PM
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Corporal
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Re: Range Check Error
A couple of questions. Did the null space cannon do more damage to the ship then the ship had or more than its internal damage.
Was there partial armor damage when the null space fired or other partial damage that was not a skip armor/shield type at the time?
Did the ship have shields and where they up or down at the time of the null-space firing
In your tatical was it the first null-space shot or the shot that would have destroyed it or event was it to be the first and Last shot?
Sorry for so many but trying to help you to narrow it down.
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April 6th, 2001, 11:30 PM
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Corporal
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Re: Range Check Error
I do not believe the Null Space did more damage than the ship had. It was a light cruiser after all. The ship did not have pre-existing damage. The ship did not have shields. I *think* it was the first null space cannon fired by my ship that caused the range check.
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April 7th, 2001, 01:46 AM
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Private
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Re: Range Check Error
I'm getting Range Check Errors using my own custom shipset, on SEIV 1.30 against ModPack 1.70 with Daynarr's culture and system mods. No other mods. My ships are equipped with DUC V's ONLY. I'm playing against each of the ModPack AI's at 5000 racial points, set on Daynarr's "Conquerors" culture, with high tech, high difficulty and high bonus. No cheats, intel disabled. Unfortunately, I cannot point to any specific circumstance which causes the error.
Just got an RCE after I hit the turn button (cant remember what player it hit on), about turn 25, have not met anyone yet, have no ships, no colonies, just rebuilding my homeworld with Monolith III's. I've had to stop playing the Last two campaings in the Last two days because of errors. Usually the game would just lock up during Player 7's turn. A couple of reboots would allow me to go a couple of more turns, but then I would get memory access errors. That particular game went to about turn 120, playing against the ModPack Colonials only, and I had not met them yet! I get no errors in combat. I have not trying playing outside the ModPack, might try that to see if the errors start. I will not rant anymore, just hope I provided some useful info in this post.
[This message has been edited by brettben (edited 07 April 2001).]
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April 7th, 2001, 02:28 AM
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Captain
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Re: Range Check Error
Did they AI have a lot of units in any of these games? I have noticed some memory errors in very large games with races that make a lot of fighters (i.e. colonials, earth alliance, etc.), but usually rebooting cures it. Hmmmm....
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-General George S. Patton
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April 7th, 2001, 03:57 AM
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Private
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Re: Range Check Error
Tampa, there were LOTS o' units in the game. Matter of fact, when I was playing against the Colonials only, I noticed on the scoreboard that they had OVER 5000 units! Did not think that was possible. I deleted that save game, but on the the other one I had trouble with (same settings, but all the ModPack empires playing), they are over 3700 units at turn 101.
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