qrtxian

qrtxian

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Part 14, continued At the same time as the Drath peace negotiations were underway, the war continued to rage. The previous week, I had witnessed a battle between Korx ships and the pirates of the former TAS Avenger task force. The Korx destroyed the pirate fighter with somewhat worrying ease, but inexplicably ignored (and were ignored by) the Avenger . I would have to deal with her myself, once the real war cooled down. <img src="http://i1230.

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Resuming this; cutting down on the number of screenshots and splitting the post in half in the hope it solves the issue with crashes. Part 14: The War Ends... for now With the Iconians gone, my next objectives were to finish the conquest of DalNalten III and knock the Drath out of the war. The latter would be the easier task - the Drath home fleets had been seriously weakened by the Krynn, and while the influx of Torian-donated ships and Iconian

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[quote who="pizzapicante27" reply="434" id="3151428"]Thank you very much for this, this is compatible with the MarvinKosh's mod? or should I just put this one?[/quote] It's impossible to run two mods at once. Which you use is up to you, though I think this (especially in its earlier versions) hews more closely to the stock game then MarvinKosh's does.

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Funnily enough, I don't actually recognize that ship style at all - looks kind of like a Drengin transport, but it's blue. Maybe they are from another dimension... Anyway, this is a known if fairly uncommon bug. I've seen it before once or twice. Loading a save seems to get rid of the "phantom", but as far as I can tell it's basically harmless anyway.

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These aren't mods. In order to watch your starbases in battle, what you need to do is enable Always Watch Player Ships In Full Battles, in the Interface Options screen. This should make all battles involving anything you own (not just fleets) show up in the combat viewer. As for naming ships, it's something you have to do manually for both your and alien ships. There's no way to do it automatically, but there's no prohibition on doing it to AI ships either.

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[quote who="nerdymidgetkid" reply="3" id="3137856"]So, Frigates or Battlecruisers?[/quote] Honestly, I generally use both, and tend to keep using small hulls in some roles as well (tiny hulls are largely worthless, and my games rarely reach the point where massive hulls become common).

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What I mean is that while we know the crash occurs when the Dread Lords show up with a nonexistent ship, that doesn't always happen - they can show up with a normal ship and not mess things up. So I'm not sure "fixing" their shipcfg will actually stop the problem, because clearly it works fine sometimes.

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[quote who="bbr91" reply="418" id="3129532"]What I found odd was the minors building many influence starbases... why? Can they influence planets into rebellion?[/quote] No, although I'm pretty sure they don't know this. It's also possible that they're building them as range-extenders.

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[quote who="tato82" reply="8" id="3128889"]Debug Message: Mega Events: Dread Lords. Debug Message: Ship does not have a valid ship class in CalcTotalMoves. Setting moves to 0. Ship Name: Owner: 23[/quote] That's the problem right there - I did some testing on this a while back, and while I don't know exactly why it happens, it turns out the crash occurs because the Dread Lords show up with a nonexistent ship (trying to click on it will also trigger a clash)

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What you're looking at is relations settings. "9" means the race in question is on a team with the other race, so that looks correct for you and the Altarians. The Dread Lords and Yor are not on a team, so they should not be set to 9. Your problem actually may be in the rules after all - after doing some checking myself, I've discovered that Alliance Victory is set to 1 only on the version of the scenario in the original game files, but not the version in the

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I haven't ever encountered this, so I can't be sure, but it's almost certainly related in some way towards playing the campaign on Ultimate Edition rather then the original Dread Lords. Are you sure the scenario has the right enemies flagged? For instance, I know that "Apocalypse" was bugged when player 11 - originally the Dread Lords - became the Krynn, who weren't in the scenario and so couldn't be defeated.

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I also like the idea of the Korath having a weaker economy than the Drengin - as the former elite warrior clan of the empire, economics aren't their specialty, and they hold the whole process in contempt anyway. The old Korath unique economy techs seemed to be flavored along these lines, and while you might not want to bring those back specifically, it makes sense that this is another area where the Drengin tech tree would have the edge.

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Note to readers: I intended to have the next post of this AAR up today. However, after constant lags and other problems that made writing the first third of the post take over 40 minutes, my internet crashed altogether and destroyed all progress I had made. I am in equal measures enraged and depressed, and it's unclear when I'm going to resume this. While I want to finish at least one AAR, the frustration in seeing my efforts obliterated in an instant means that I won't be posting

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Wow, the Jagged Knife are actually doing stuff? The one time I let them live (they took only two low-PQ planets, which resulted in them forming a buffer between me and the hostile Drengin and Torians), they eventually started sending me freighters, but fleets? I find myself impressed. The robot roleplaying is still awesome.

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