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  #11  
Old December 22nd, 2000, 11:11 PM
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Jubala Jubala is offline
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Default Re: Mephisto: Mod Question

If you think the AI's ships are to slow without extra supply storage up the amount that engines can carry. Should give them better range.
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  #12  
Old December 23rd, 2000, 12:12 AM
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Default Re: Mephisto: Mod Question

Talenn, you toke the words right out of my mouth.
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  #13  
Old December 23rd, 2000, 12:17 AM

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Default Re: Mephisto: Mod Question

I have thought a lot about making level II and level III engines hold more supplies. It would give a reason to upgrade to them and also a reason not to upgrade to the next faster engine so quickly. Kind of a trade off. It may help me more than the AI though because it fits into my style more than the programmed AI's style. I will play around with it and see if it will be useful or not.
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  #14  
Old December 23rd, 2000, 02:02 AM
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Default Re: Mephisto: Mod Question

No, no supplies anymore. But the AI is fairly good at replenishing it's ship (except for colonizers...).
And yes, they will use quantum reactors. If they care to research that is. At least the Earth Alliance is researching and using it...

quote:
Originally posted by eagleton:
No supplies anymore? Although CS and ECM are much more important for a good AI, in games with ancient galaxy this could become a problem. Will the AI in Mephisto's MOD at least be able to develop and use the Quantum Reactor?


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  #15  
Old December 26th, 2000, 02:29 AM

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Default Re: Mephisto: Mod Question

I use the Earth Alliance AI by Mephisto but with the original Malfador files (changed all the files to make AI have CS and ECM). Now I have a range check error like Atrocities, except that the EA this time is done by the computer.

source of trouble, or maybe there is an update of the EA-AI which fixes it?
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  #16  
Old December 26th, 2000, 01:03 PM
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Default Re: Mephisto: Mod Question

I don't quite get what you have done. Either you use the EA_AI_scripts or you don't.
What do you mean by "the EA this time is done by computer"? If the EA isn't played by the CPU, it won't use any AI files (if you don't use ministers).
I would very much like to help you and I would like to improve my MOD/take out any bugs. Can you post somewhat more specific what you have done with what files?

quote:
Originally posted by eagleton:
I use the Earth Alliance AI by Mephisto but with the original Malfador files (changed all the files to make AI have CS and ECM). Now I have a range check error like Atrocities, except that the EA this time is done by the computer.

source of trouble, or maybe there is an update of the EA-AI which fixes it?



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  #17  
Old December 26th, 2000, 05:24 PM

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Default Re: Mephisto: Mod Question

Of course.
I meant that I used the EA as a computer player, au contraire to Atrocities who did not use the AI but had a range check error with your mod (means when he himself was the EA).
I did not use your mod but the EA script you wrote.
When I got into combat with another race and some EA ships were in the same sector by coincidence, the range check error did occur (strategic combat, there was one carrier and one or two attack ships of the EA).

I looked into your EA-AI and now changed the minimum number of fighters, because you had set them really high. As my victory conditions were fulfilled soon after the range check error, I don't know if that helped.

Best wishes,
Volker
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  #18  
Old December 26th, 2000, 09:14 PM
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Default Re: Mephisto: Mod Question

I figured out the problem I had. Sorry for not posting it sooner guys. The problem I had with Range Check errors was that I updated to the mod during the middle of a game. Once I realized my blunder, I erased all save games and started from scratch. To date, no RCE's from the EA. (BIG SMILE)

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  #19  
Old December 27th, 2000, 09:51 AM
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Default Re: Mephisto: Mod Question

Eagleton, the world is so small. I could drive to you in 20 minutes. Funny.

Anyway, the Range Check Errors seem to be connected to a high number of units (or even ships but I never ever had hundreds of ships...). As the EA uses fighters in large numbers, it maybe prone to some RCEs. Altering the files after you already encountered the RCE doesn't help as the AI already has the fighters. Besides it only happens to me in strategic combat. A "solution" is to jump into the EA and fight this one fight without fighters or at least a smaller number of them.
Does this error occur to you in tactical or only in strategic combat? (I saw that it happened to Eagleton in strategic combat)
To me it only happens in strategic combat, too. I sometime have the felling that a unit is hit and destroyed in combat and then again hit causing a RCE as the unit is already deleted.

quote:
Originally posted by eagleton:
Of course.
I meant that I used the EA as a computer player, au contraire to Atrocities who did not use the AI but had a range check error with your mod (means when he himself was the EA).
I did not use your mod but the EA script you wrote.
When I got into combat with another race and some EA ships were in the same sector by coincidence, the range check error did occur (strategic combat, there was one carrier and one or two attack ships of the EA).

I looked into your EA-AI and now changed the minimum number of fighters, because you had set them really high. As my victory conditions were fulfilled soon after the range check error, I don't know if that helped.

Best wishes,
Volker



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  #20  
Old December 27th, 2000, 12:06 PM

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Default Re: Mephisto: Mod Question

Hi again, Mephisto aus Deutschland.

I only had this error once, in my only fight with the EA involved. They game was over pretty soon after that.

There is a maximum number of units (in space) allowed in a game that I normally set to 700. I think some of your minimum fighter numbers that an empire must have are above that (up to 900?). In combat, the EA must launch their fighters, so they're in space - but it does not explain why it's only in strategic combat.
Just an idea.

I would appreciate it if you would let the AI's build resupply on their ships again - in games with ancient galaxy, they sometimes will be restricted to their homesystem without it. All other changes you made are great in my opinion. Have you contacted Malfador about it?
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