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16.Sep: ZAKHAROV TURNS ELEVEN
15.Sep: `POSSIBILITY` IS ALL FOR NOW
15.Sep: THE SINGULARITY CONNECTION

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GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 21-07-2004 11:48
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Started a game in Aldebaran, and I'm literally lost in research
interesting start for the Nauticons, having long-range ships from the start. Only too bad the game labels cruiser seafomers as destroyers.

Nice base pics for the probe faction, they didn't look so appealing on the Network Node. Perhaps remove that little 'crane' on the base?

Graphics: Base graphics for the... um... peacekeeper faction (Satira?) don't look so nice on the map IMO. But that's just my feeling...

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:37
  Old Post 21-07-2004 13:10
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I agree! I'm slowly working back through the 'original' Aldebaran graphics by Cybergod. They could all use help.

By the way, foils are even faster than cruisers.

I finished adjusting 2.0.7 which had a couple non-breaking errors. I also worked long and hard on the tech blurbs and some of the alien text. There's lots more to do if anyone wants to jump in.

If you downloaded 2.0.7 before this post, you might want to get these updated text files that correct a few problems

2.0.7.a Updates:


  • Changed Colonists to get a regular former instead of megaformer
  • tech blurbs have been improved
  • Units updated in help text (thanks again Darsnan)
  • Alien Speak about Galactics rather than Progenitors (lots of changes)
  • Subsea Trunkline moved to Robotics to clear up Human Ecology a bit
  • All factions re-checked for Social Engineering Compatibility


2.0.7.a is the full graphics and text version of Aldebaran:

text files for updating 2.0.7 from yesterday if you downloaded it then.

I tested things pretty hard and feel ready for a succession game!

I posted the succession game. It's turn 1 to Darsnan. Good luck beta team. At least I refrained from putting SAI in the game. It's a random map. No tweaking or peeking by me.

Aldebaran Succession Game

Last edited by smacksim on 21-07-2004 at 14:27

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 21-07-2004 15:38
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quote:
Originally posted by smacksim
At least I refrained from putting SAI in the game.


Thats a relief!

I've played the turn and posted here. Essentially my thoughts: research the tech for Aldebaran transports, and maybe pod a few of these. Beeline towards Illicit Controls and get Probe capabilities so we can build our own Probe Crusiers. Then beeline towards Quasi Controls.

I've founded our first base and directed our second CP to a nice looking cove. However upon arriving why the bay is choked with fungus. Its up to the next player to determine whether to plant the pod or move on.

I chose to build a Former first at our capital. The next player can either rush build it now, or wait (I'd vote for rushbuild myself!). I also podded an artifact and 25EC's during my turn. FYI.


D

Attachment: aldebaran-sgame-2305.zip
This has been downloaded 1 time(s).

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:37
  Old Post 21-07-2004 16:23
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Anyone care to have a stab at translating the name 'Awen Llavella' from the latin? It's a name of a character I played in a MUD years ago. Pronounced 'A-ven Ya-wella'. I'm going on vacation in 10 days.

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 21-07-2004 17:05
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I don't know if it's fixed in the more recent versions, but if you have a blank line in a faction blurb and then place any lines underneath it, SMAC thinks that they are in fact menu options and it looks real odd.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:37
  Old Post 21-07-2004 17:43
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Lose 30 kilos (of popups)

I did notice and fix that bug --------SQUISH!---------

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 21-07-2004 17:46
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ModMan 1.02 is now up in its thread, and should be pretty well completed. It swaps aand runs SMAC as well now, so if you're paranoid back up your SMAC dir.

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King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:37
  Old Post 22-07-2004 06:39
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Further cleanups and improvements to helpx, conceptx, and script text files today.

Modman still works, and now it appears to be working for one-click installs. I ran it successfully off a shortcut to run.bat, which means I can recompile a full game installer. However, I need to test this a little more. Feedback going to the ModMan thread.

smacksim is offline smacksim
King
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Feb 2004
time: 00:37
  Old Post 23-07-2004 11:25
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Working on faction graphics. Found some excellent symbols for Planetlovers and Galactics...more on them soon. The Peacemaker graphic is kind of a joke. I need to find a Dierdre-like hippie-ish image that's not about Gaia. This will do for now and is kind of fun. The Universality picture adapted from Net-Node image. The base graphics for Peacemaker are from the Mars Project. The base graphics for the Universality are colorized Fungboy graphics.

Additionally, the Colonists and Galactics share a similar but differently colored base-graphic (the nifty dome one). I still need 2 sets of base graphics for the Outlaws and Planetlovers. I'm not happy with what's available...yet.

Attachment: peace_uni.jpg
This has been downloaded 65 time(s).

Last edited by smacksim on 23-07-2004 at 11:58

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King
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Feb 2004
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  Old Post 23-07-2004 14:01
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I think I found some better Peacemaker images...one's more in line with the Indian Heritage of 'Sarita Kakani'

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 23-07-2004 16:22
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Have you thought about the leader image of the CCC faction in the NetworkNode? It's not hippie-ish, rather serene stylish.

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King
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Feb 2004
time: 00:37
  Old Post 23-07-2004 16:41
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Avatar Enlargement: We've got the solution

I kinda like making the leader images from things I find online. It's the base graphics that are a real chore. I've got all the Net Node factions. There's still a nice one or two that are on reserve for factions already completed.

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 24-07-2004 13:29
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Have you given any thought as to Vel's messings win SE in the Torture Mod (small negative penalties for the default settings)?

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King
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Feb 2004
time: 00:37
  Old Post 24-07-2004 13:59
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Yeah, when we were discussing the Torture mod, I thought I'd have a go at playing with the SE tables to see if I could level things out for the poor AI. Aldebaran is the result.

Some things if the default were negative, it would just shift the game. Industry, for instance. If everyone has a penalty, it's the same as if you just required more minerals in alphax.txt per row. Here's what I think about making penalties for the default settings, as far as the AI goes. It's another story for Multiplayer though:


  • Police: The AI needs police much more that humans = X
  • Support: The AI needs support much more than people: X
  • Morale: Doesn't matter much
  • Growth: Can slow down the game considerably by making everyone start with -3 growth, which means no growth at all. Or, you can change the nutrient rows in alphax.txt, with much finer tuning.
  • Research: Again, easier to fine tune in Alphax.txt. Aldebaran is 60% of normal research rate, for instance.
  • Economy: Making the default value negative and leaving the rest of the SE table alone is a nice quick way to compel people to make a choice. This narrows the options and complexity of the overall game though, while only hurting those factions with slow econ in the first place
  • Probe: This makes sense, to avoid the rollover bug if nothing else.
  • Industry: See Nuts


So yeah, it's a good idea, but hard to implement with Smac's rigid 4x4 SE table. And many of these effects are better done elsewhere, IMO.

For a scenario though, it could be good to make one or two changes to give the traditional builders something to sweat.

-Smack

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:37
  Old Post 25-07-2004 10:16
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Aldebaran 2.0.9 is ready. If it's working well I'll go ahead and release 2.1 with ModMan for 1-click install and use.

Further small changes and improved graphics.

This is backwards compatible with other versions so you can get away with playing games between versions in a pbem, if that were to happen. So it's not a 'needed' download for the succession game, for example.

The graphics are still in transition, but I think you'll like the slightly better bases and leader graphics. I still need Gaian type bases for the Planetlovers, if anyone cares to make some Also, the bases are slightly off-center still (#endgame pointed this out to me). Not to worry. This isn't final in any way.

I improved the AI SE preferences a bit, having them choose things that'll actually help their faction. This was why you didn't see the Outlaws dominating before. They were running Paranoia, which doesn't help them that much with their police issues.

Syndicate have had their rush-buy penalty removed and instead have -1 industry. Here's their full profile:

+1 Economy: {Syndicate Economics}
-1 Industry: {Federated Companies not state controlled}
-1 Police: {Federated Companies}
+1 Commerce: {Treaties, pacts, loans more valuable}
Interest: 5% {Federal Banking and Investment}
Penalties doubled for running State Economics
Immunity to negative Economy Effects
{May not use Controlled Industrial Protocols.}

This is now definately a builder faction, comparable to Morgan, but with industry and police difficulties instead of support difficulties. Note that they start with Commercial Applications which allows the Lassaiz Faire economic choice for 40 ECs. This puts them at +2 Econ +2 Efficiency, but -3 Police and -1 Planet. Still a very strong position.

Also, you should re-examine the Universality and Planetlovers. The first is a momentum-hybrid sin qua non because of the ability to learn techs through the datalinks and focus energy on rush-building instead. The Planetlovers are also Green Warriors, with the ability to thrive in almost any fungus patch. Both are not prohibited from a builder strategy, though they won't be as strong in that capacity as either the Syndicate or the Colonists.

I'm designing an optional 9th faction as a splinter of the University. A group that is appalled by Zak's current non-research attitudes.

On a final note, keep in mind that the Galactics and Colonists, being aliens, will be in vendetta from the start if you play with both of them. You can even play with those 2 and the Progenitors for kicks.

Here's 2.0.9 .... uploading done! It's over 4 megs, so if you're on dialup, be patient.
Aldebaran 2.0.9

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 25-07-2004 11:41
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And both links go to the same download?

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:37
  Old Post 25-07-2004 12:01
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yep yep. I just try to put it top and bottom to make it convenient on a long post.

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 26-07-2004 04:48
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Just hold back on 2.1 for a second, because ModMan 1.03 is here!

It now maintains a separate Alpha Centauri.ini for each mod, as per your request, Smacksim.

Attachment: modman-1.03.zip
This has been downloaded 5 time(s).

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 26-07-2004 04:54
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And the Mod definitions for Aldebaran 2.0.9

Unpack ModMan to (Your SMAC Dir)\ModMan
Unpack Aldebaran 2.0.9 to (Your SMAC Dir)\Aldeb209
Unpack The Definitions to (Your SMAC Dir)\ModMan\Mods

Then run the run.bat in the ModMan directory.

Attachment: aldeb209-smfiles.zip
This has been downloaded 2 time(s).

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 26-07-2004 07:01
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Another thing, since the SkyHydros (Whatever thay're called now) are underground, can you make them not reveal the map?

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 26-07-2004 07:07
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quote:
Originally posted by #endgame
Another thing, since the SkyHydros (Whatever thay're called now) are underground, can you make them not reveal the map?


Their called "Core Fungus Facilities". I just took a look at the alphax.txt file and don't see an option as far as being able to disable the world map view when building these.

D

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King
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Feb 2004
time: 00:37
  Old Post 26-07-2004 08:09
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What's weird though is that there is a flag for reveal map. Currently the only tech that reveals the map is 'Collective Projections', a late mid-game tech.

Another weird thing is that ODPs don't reveal the map. Huh? I thought they did, which is part of why they are earlier than Core Fungus Facilites.

I suppose the work around would be to attach reveal map to an earlier tech. I'm sure I can figure a reason why Core Fungus reveals the whole map. Perhaps the core fungal stalks contain information on all surface fungus, like a ganglia contains info on nerve endings.

Yeah, a bit goofy.

I'll try the new modman and get back to you sometime tomorrow.

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 26-07-2004 08:16
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quote:
Originally posted by smacksim
I'm sure I can figure a reason why Core Fungus reveals the whole map. Perhaps the core fungal stalks contain information on all surface fungus, like a ganglia contains info on nerve endings. Yeah, a bit goofy.


Not necessarily. Perhaps your actually tapping into the core network of Planet itself by virtue of building a Core Fungus Facility.


D

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Emperor
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Jan 2004
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  Old Post 26-07-2004 12:55
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My thoughts exactly...

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King
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Feb 2004
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  Old Post 26-07-2004 13:19
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Which is what the Ganglia-neuron hypothesis is about....

Guess what? I've made a whole bunch of changes to the SE table and technology preferences (the 1,1,2,3 type numbers along the techs), to try to further bolster the AI. It seems to be working nicely. Because these changes are more severe, I'll release this in the 2.1 series.

Here's the SE table comparison, for those of you that've studied it

Original 2.0.9 table:

Propaganda, Economics, Protocol, Production
Dogmatic, None,
Intolerance, Subplan, ++SUPPORT, +INDUSTRY, -EFFIC, --POLICE
Paranoia, Tacit3, ++PROBE, ++POLICE, -INDUSTRY
Unity, Eugen, +ECONOMY, ++EFFIC, -INDUSTRY, -SUPPORT
Barter, None,
L. Faire, Commerc, +ECONOMY, ++EFFIC, -PLANET, --POLICE
State, Chiron, +INDUSTRY, ++POLICE, -MORALE, -EFFIC
Utopian, Orwell, ++EFFIC, ++++RESEARCH, -ECONOMY
Survival, None,
Controlled, Human2, +INDUSTRY, +POLICE, -MORALE, -RESEARCH
Extractive, Extra, ++ECONOMY, ---PLANET, ---POLICE, --SUPPORT
Green, Transp, +INDUSTRY, ++PLANET, +RESEARCH, --GROWTH
Not Much, None,
Military, Command, ++SUPPORT, ++MORALE, -PLANET, -ECONOMY
Citizens, Arbor2, ++++GROWTH, -PLANET, -ECONOMY, -INDUSTRY
Macroeconomic, MacroE, +INDUSTRY, +ECONOMY, -RESEARCH

New improved table:

Propaganda, Economics, Protocol, Production
Dogmatic, None,
Intolerance, Human1, +SUPPORT, +MORALE, -RESEARCH, -POLICE
Paranoia, Tacit3, +PROBE, +POLICE, +SUPPORT, -INDUSTRY
Unity, Arbor1, +ECONOMY, ++EFFIC, -INDUSTRY, -SUPPORT
Barter, None,
L. Faire, Commerc, +ECONOMY, ++EFFIC, -PLANET, --POLICE
State, Tacit2, +INDUSTRY, ++POLICE, +PROBE, --EFFIC
Utopian, Transp, ++EFFIC, +++RESEARCH, +GROWTH, +MORALE
Survival, None,
Controlled, Cyborg, +INDUSTRY, +SUPPORT, +GROWTH, --RESEARCH
Extractive, Extra, ++ECONOMY, ---PLANET, ---POLICE, --SUPPORT
Green, pArm3, ++PLANET, +INDUSTRY, +POLICE, -EFFIC
Not Much, None,
Military, Command, +SUPPORT, ++MORALE, +PROBE, -ECONOMY
Citizens, Arbor2, ++++GROWTH, -PLANET, -ECONOMY, -INDUSTRY
Macroeconomic, MacroE, +POLICE, +ECONOMY, +INDUSTRY, +EFFIC

Basically, factions that have Probe, Support, Police, or Morale as their SE preverence will do quite well, whereas before they tended to avoid all the choices because of penalties in these areas. Factions that have Efficiency or Economy as their preference will not be crushed by support or police problems, unless they choose Extractive protocols. In testing they actually avoid that if they run into police problems.

Also, all the choices can now be had by the mid-game, creating some interesting possibilities.

Things yet to fix: The Peacemaker impunity to Police problems allows them to run Extractive Protocols too easily, IMO. There are a few too many support bolsters in the new table. But the AI need some help with that.

Question: If I were to pick 2 SE choices and move them further back in the table, which would they be? Macroeconomic is the hardest to research with the new table.

Question 2: Should the AI have a preference for researching a few weapons techs? Currently, with the new setup, they avoid most weapons and armor above 4-3-3 and focus on infrastructure past choppers. Should I increase their liking of weapons up to maybe 8-4-3 type chassis? This will slow down their research in other areas but will make them a tough kill for momentum players.

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Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 28-07-2004 05:34
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If the provost is now part of the fungus, why not make their bases look like fungal towers with small habitation areas next to them? That frees up your modified fungboy graphics for the Planetlovers.

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King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
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  Old Post 28-07-2004 07:06
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A decent idea. The Uni is more about ascetic practices than fungal love though. In fact, most of them wish that they were not tied in with the fungus mentally....it's quite loud in the brain. Hence all the meditation. They know they must live with plantetmind, and be allies, but it was a shotgun wedding...

Fungal-Tower + some habitation graphc would be good for Planetlovers though. Anyone care to make the graphics?

GeoModder is offline GeoModder
Emperor
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Jan 2004
time: 06:37
  Old Post 28-07-2004 13:02
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I've got some experience with merging small habitation with native life, but don't know if I have much time being a turnplayer now. How quick do you need it?

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Emperor
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Jan 2004
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  Old Post 28-07-2004 13:06
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Here is an example. I made it for a scenario which is more or less abandonned at the moment.

Attachment: nativebases.jpg
This has been downloaded 51 time(s).

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 28-07-2004 13:18
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quote:
Originally posted by GeoModder
Here is an example. I made it for a scenario which is more or less abandonned at the moment.


Nice graphic! I'm playing the revised Uni's right now in my Aldebaran SP: slowly sloggin up the tech tree on this one! Good thing I started near the Nexus, as I am +2 Planet and have a large army with which to invade with. Now I just need to find someone invade!

btw I recognize that water base graphic (sans housing complexes)! Any chance you've got that inserted in place of the sealurk image for you scenario?

 
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