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  #11  
Old April 17th, 2004, 02:40 AM

Renegade 13 Renegade 13 is offline
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Default Re: Eclipse Mod

I take it the AI isn't supported yet??
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  #12  
Old April 17th, 2004, 05:26 AM

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Default Re: Eclipse Mod

There is limited AI support. So far you can only use them in 5000 point games and they must be selected from the empires list. Random can only be used for neutral empires.
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  #13  
Old April 17th, 2004, 06:19 PM
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Default Re: Eclipse Mod

Oh, OK! I'll actually try starting over picking the AI's myself then!
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  #14  
Old April 18th, 2004, 08:14 PM
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Default Re: Eclipse Mod

i like the mod, why dont we set up a PBW game ?!
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  #15  
Old April 19th, 2004, 02:21 AM

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Default Re: Eclipse Mod

I never did have PBW in mind when I designed Eclipse so I am uncertain how well it will work in that setting. I have no experience with PBW and I wouldn't feel comfortable hosting anything yet. However, if someone else wants to take that over and host a game, go ahead. You've got my support.
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  #16  
Old April 19th, 2004, 04:22 AM
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Default Re: Eclipse Mod

Not me because any game I host is cursed and never finishes!

Though maybe it might have something to do with the fact that I'm so easygoing and always set my games to ALPU...

We need Fyron to be the official PBW host when nobody else wants to host a game... Turn, process NOW, whether you like it or not! (whip crack)
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  #17  
Old April 19th, 2004, 04:45 AM
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Default Re: Eclipse Mod

Quote:
Originally posted by Ed Kolis:
We need Fyron to be the official PBW host when nobody else wants to host a game... Turn, process NOW, whether you like it or not! (whip crack)
Just what is that supposed to mean?
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  #18  
Old April 23rd, 2004, 12:52 AM

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Default Re: Eclipse Mod

Well, I am almost ready to put up the first patch for Eclipse. It will tweak a few things like maintenace costs and planet value. Also a few errors are being addressed in the components and techarea files. Of course, if any of you that have tried Eclipse have found anything that needs to be worked on I would appreciate feedback "before" I release the patch, for obvious reasons. Thanks in advance.
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  #19  
Old April 23rd, 2004, 02:14 AM
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Default Re: Eclipse Mod

I noticed that the Nloam keep trying to research Meson BLasters and Anti-protons. Tis a slight inconvenience to have to keep clicking the error Messages. Also, you might want to try cleaning up the tech tree a bit. There were a lot of "empty" tech areas that didn't lead to anything till several other tech areas were researched. Could you put some extra restrictions on some of the tech areas so that they don't show up till they have something in them?

One Last thing, could you add a description to the generators so that you can tell that they generate supplies. I had to randomly sample techs looking for a Solar Collector equivalent for some long range scouts. Eventually I had to stop the game and do a search through components.txt since I thought that the generators were just big supply batteries.

I gotta tell you that I am really enjoying this mod. I'm looking forward to further tweaks.
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  #20  
Old April 23rd, 2004, 06:43 AM

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Default Re: Eclipse Mod

I noticed the power generator problem myself, it is already on my to-do list.

About the nloam though, did you select the race from the list? They should be under the name Borak. I don't have full AI support yet so if you want AI's you have to select them yourself. Still, I will check their research file for errors in case there is a problem.

[EDIT] I did find the error in the nloam AI file and it has been repaired. Thanks for pointing that out!

The tech tree is so far pretty much the way it is supposed to be. All the technologies are interlock with each other and I would rather not do cosmetic surgery on it if it isn't absolutly neccessary. I tried to make research realistic in the sense that you can research something and get absolutly nothing from it if you don't understand what you need to apply what you just learned. For example: your race has researched a high level of propulsion. now they have theoretically discovered ways of moving faster but have not figured out how to implement it yet. In comes quantum mechanics and now they figure out how to apply the propulsion theories they had.

Keep the info coming, I promise I will make every effort to address all concerns.

[ April 23, 2004, 05:49: Message edited by: Kevin Arisa ]
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