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 Importing Alien Retribution 
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Unread post Importing Alien Retribution
This is very odd, the first time I imported this game, everything came over just fine, all the Alien races each had their own home planets.

I edited each home planet to a L6, gave them more figs but they were too aggressive. So, I rebanged the game with current game data and while the gold planets are still in tedit, the big bang did not create them this time.

I unzipped and imported again, still no Alien planets. What am I missing?

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Wed Jan 14, 2015 11:07 pm
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Unread post Re: Importing Alien Retribution
Check your alien settings in Tedit
3) Alien settings
L) Maintain home sector?
M) Minimum outer sectors
N) Starting Citadel Lvl

N) should be 7 , making it a level 6

And after rebang , your aliens have to generate on day zero
or the process may not work right , I have not tested to see
if they spawn a planet if say they come to game on day 9.

But if it did work , the planet would not be modified by me
the SysOp till I noticed that it had been created.
And I'm pretty sure the Alien (Planet) Setter script I wrote
will not see it . Because it checks for those in planet numbers 2 through 10 , or till it gets to (A) Initialize Planet or a planet that belongs to a player.

Any ways let us know if what I said helps or is correct.

Vid

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Thu Jan 15, 2015 7:43 pm
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Unread post Re: Importing Alien Retribution
OK, I kept looking at the planet specs to see how to set the citadel level, but that's on the Gold Alien side, so I did learn something new.

However, none of the alien home worlds were created.

All aliens start on day 0, all maintain a home sector with at least a range of 5 sectors,

The first time I ran this game, I simply imported the TWA, ran big bang and manually ran extern because game was -days aged. After that I manually edited each alien planet (2 - 9) to a L6 cit and put more figs and credits on each. On day two the aliens were running amuck with 200k figs on their ships, even though they are set to mature in 50 - 70 days.

After that I simply ran big-bang and haven't seen the alien planets created since.

Just for giggles I just tried to import the game to a new game slot, still no planets.

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Thu Jan 15, 2015 9:40 pm
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Unread post Re: Importing Alien Retribution
Gold Alien planets do not actually show in the game until it is activated. You need to activate the game then the planets should populate their home sectors. There is also a setting that sets so they won't populate until a certain day.
Oh and the name of the game is Alien Retribution, not "Kill the Aliens". :)


Retribution:
"the dispensing or receiving of reward or punishment especially in the hereafter"

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Fri Jan 16, 2015 5:27 pm
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Unread post Re: Importing Alien Retribution
T0yman wrote:
Gold Alien planets do not actually show in the game until it is activated. You need to activate the game then the planets should populate their home sectors. There is also a setting that sets so they won't populate until a certain day.
Oh and the name of the game is Alien Retribution, not "Kill the Aliens". :)


Retribution:
"the dispensing or receiving of reward or punishment especially in the hereafter"



I did activate, I'll try running another extern after activation. Nope. fresh import bang, activation, manual extern... still no alien planets.

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Fri Jan 16, 2015 10:21 pm
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Unread post Re: Importing Alien Retribution
Cruncher wrote:
I did activate, I'll try running another extern after activation. Nope. fresh import bang, activation, manual extern... still no alien planets.


There is apparently a glitch between 1.03 and 2.20b, once I went into each Alien Race (Option 3) and hit the ^ (Commit Change) and then Y it activates the change. Once the first person logs in then the planets will appear in T-Edit. Been a while since I messed with this, probably why when I used part of this to build my building game I had it scripted to login before it went and edited the planets. Here is one that does work, just make sure and log in and make an account so it starts them before editing anything else. Tested 3 times to verify.

Attachment:
Alien Retribution v2.20b.zip [780.56 KiB]
Downloaded 902 times

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Sat Jan 17, 2015 6:37 pm
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Unread post Re: Importing Alien Retribution
OK that did it! Thanks!

I now have planets, I'll try to make the changes I want, rebang, enter and see if that works.

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Sat Jan 17, 2015 7:38 pm
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Unread post Re: Importing Alien Retribution
Alien Retribution (along with all our other TWA edits) was created during the v1.03 era. Is there something Daala and I need to do with the TWA to make it v2 compatible to avoid issues?

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Sun Jan 18, 2015 12:07 pm
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Unread post Re: Importing Alien Retribution
I have done some fixes to make it workable with v2

But I'd like to get with you on the edit to make it a bit more
balanced.
I moved the ships back to cover over the 4 deleted ship places.
and noticed you have 2 ships used as Escape pods.
But they do not belong to any ships.
That seems weird.

That is one of the reasons I'd like to get together
to talk over the edit some.

Maybe Team Speak 3 or ICQ ?
After work tonight or maybe tomorrow when I'm off.

Vid Kid/CareTaker

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Sun Jan 18, 2015 3:58 pm
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Unread post Re: Importing Alien Retribution
Thrawn wrote:
Alien Retribution (along with all our other TWA edits) was created during the v1.03 era. Is there something Daala and I need to do with the TWA to make it v2 compatible to avoid issues?



About the only consistent change I have to make to any v1 TWA imported to a v2 server is making the aliens avoid Fed Space. For some reason in V2 they just pile-up at SD unless I set them to avoid.

It's nice to know who the Author is. I have some players asking for a game with multiple Alien races, and this one fills the bill.

Then since this one was default unlim time and 25000 turns, my player prefer low turn, time limit games and one also suggested max 400k colos with a 100k daily regen. So TL 6 hours, turns 2500 now.

And.. I did make the homeworlds L6 added fuel, colos and credits in the citadel to make it worth the effort capping.

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Sun Jan 18, 2015 5:21 pm
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Unread post Re: Importing Alien Retribution
I just opened up our original (using our v1 server and then installing TWGS v2.20b and both match what we have in our notes on the TWA design. Here is how we set it up:

Quote:
I moved the ships back to cover over the 4 deleted ship places.


1. By default, there are 26 ships--> 17 TW ships, 4 Ferrengi ships, and 5 Alien Derelicts (ship slot 0-25). The four "deleted ships" were suppose to be spaces to add additional alien derelicts. IIRC we used a copy of a ship to add the slot, then deleted that ship using slots 26-29. The Alien ships from the other races we did used ship slots 30-62. The reason we had the four deleted ships is because Daala and I "tied together" game slots and as we developed our "sandbox scenario game", we would add another alien derelict ship as needed. This just kept everything organized for us.

Quote:
and noticed you have 2 ships used as Escape pods.
But they do not belong to any ships.


2. There are only the following ships that are marked as "Used as Escape Pod"--> the escape shuttle, Alien Derelict 1 (pod for Alien Derelict 5), Sphere (pod for Tactical Cube, Queen's Diamond). Other than the items mentioned, all ships carried an escape shuttle. Anything outside of what I listed was done by someone editing the TWA and passing it out or a glitch in their import/conversion.

All races were set to appear in game (days until Race appears) as follows:

Alien Traders- 1 days
Ferrengi- 3 days
Klingon- 5 days
Romulans- 7 days
Jem'Hadar- 9 days
Cardassians- 11 days
Vulcans- 13 days
Borg- 15 days

All came full strength by day 60 (except Alien Traders- they were at 50). Planets came when the Alien race arrived.

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Mon Jan 19, 2015 3:40 pm
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Unread post Re: Importing Alien Retribution
Thrawn wrote:
I just opened up our original (using our v1 server and then installing TWGS v2.20b and both match what we have in our notes on the TWA design. Here is how we set it up:

Quote:
I moved the ships back to cover over the 4 deleted ship places.


1. By default, there are 26 ships--> 17 TW ships, 4 Ferrengi ships, and 5 Alien Derelicts (ship slot 0-25). The four "deleted ships" were suppose to be spaces to add additional alien derelicts. IIRC we used a copy of a ship to add the slot, then deleted that ship using slots 26-29. The Alien ships from the other races we did used ship slots 30-62. The reason we had the four deleted ships is because Daala and I "tied together" game slots and as we developed our "sandbox scenario game", we would add another alien derelict ship as needed. This just kept everything organized for us.

Quote:
and noticed you have 2 ships used as Escape pods.
But they do not belong to any ships.


2. There are only the following ships that are marked as "Used as Escape Pod"--> the escape shuttle, Alien Derelict 1 (pod for Alien Derelict 5), Sphere (pod for Tactical Cube, Queen's Diamond). Other than the items mentioned, all ships carried an escape shuttle. Anything outside of what I listed was done by someone editing the TWA and passing it out or a glitch in their import/conversion.

All races were set to appear in game (days until Race appears) as follows:

Alien Traders- 1 days
Ferrengi- 3 days
Klingon- 5 days
Romulans- 7 days
Jem'Hadar- 9 days
Cardassians- 11 days
Vulcans- 13 days
Borg- 15 days

All came full strength by day 60 (except Alien Traders- they were at 50). Planets came when the Alien race arrived.


So you are saying the Standard ships are included as general ships
in the edit ?
Because the edit that is on this forum has them all marked as
Manual. They are not for sale to players at Dock.

Would you post YOUR edit please , if this is the case.

Thanks in advance

Vid Kid/CareTaker

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Tue Jan 20, 2015 3:31 pm
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Unread post Re: Importing Alien Retribution
Vid Kid wrote:

So you are saying the Standard ships are included as general ships
in the edit ?
Because the edit that is on this forum has them all marked as
Manual. They are not for sale to players at Dock.



No, I missed mentioning that in my previous post. The default ships *ARE* set to manual. The *General* deployment starts at the Sovereign class. The only ship classes you can purchase are:

Sovereign, Galaxy, Nebula, New Orleans, Cheyenne, Defiant, Excelsior, Miranda, Ambassador, and Apollo.

New players start with the Merchant Cruiser. We also had the name files for Aliens, as well as the text files for races (planets, ships) assigned in the edit.

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Wed Jan 21, 2015 10:42 am
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Unread post Re: Importing Alien Retribution
I'm resetting Alien Retribution again and can't get the alien homeworlds to manifest again.

Steps:
1) Big Bang
2) Activate Game
3) Player login

No Alien worlds yet

4) Manually run extern
5) Player login

Still no planets

All races are set to maintain homeworld.

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