Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! Page: <<   < prev  6 7 [8] 9 10   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/23/2014 11:05:21 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Have fun! I'll put up Such-Oos chart up today tomorrow, also there some gameplay tips about them in .5 post. :)
Yes, game including own sountrack, alot of placeholder portrait art (i must do that way )for future unique-per-character art, race-specific user interfaces, and 570mb or approx 200 mp3 files for race-specific diplomatic music selection.

_____________________________


(in reply to Hikikomori)
Post #: 211
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/23/2014 4:08:05 PM   
AKicebear

 

Posts: 132
Joined: 7/26/2014
Status: offline
Thanks for splitting the download, got it and will give it a try tomorrow!

(in reply to Blackstork)
Post #: 212
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/23/2014 10:26:12 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
As a.5 is up, and players got enough material to try, its time to build plan for next sub-release

The plan is simple : to release more character systems and their infographs .

1st. I will do 3 missing graphs soon and post them on forum.
2nd. From next release graphs will go into the pedia.
3rd. Missing pedia info need to be added (there not much missing but still they are some)
4th. More charcter systems -
I want to ask community and players of Beyond - Are there any desires for particular races?... I can adjust my queue of doing just by your/community requests... IF you prefer some race being done earlier so you can try it in Beyond style just post here name of it, and you'll get prioritized!

:)

< Message edited by Blackstork -- 8/23/2014 11:28:43 PM >


_____________________________


(in reply to AKicebear)
Post #: 213
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/24/2014 3:37:17 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
version a.51 - Archei hotfix is up
its really tiny, and i just included it into main download
ones who got a.5 just please download it and install into mod theme directory

http://www.mediafire.com/download/z0g62kk7vh55oiz/a.51.zip

Archei chart in OP also updated accordingly
Such-Oos chart added to OP post.

< Message edited by Blackstork -- 8/24/2014 6:26:11 AM >


_____________________________


(in reply to Blackstork)
Post #: 214
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/24/2014 6:33:19 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Also we are trying to assemble Beyond A.5X sucession game AAR party here : http://www.matrixgames.com/forums/tm.asp?m=3655993&mpage=2&key=�
intended A.5X game will feature warmongering !!! Such-Oos snails. You are invited to join the bus, it will depart when we have some nice party to make it groovy!

< Message edited by Blackstork -- 8/24/2014 7:34:24 AM >


_____________________________


(in reply to Blackstork)
Post #: 215
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/24/2014 11:29:48 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
The plan for next sub-release A.52
The separate patch A.51 > A.52 will be provided.
Initial download will be updated to A.52
approx middle of this week, with graphs following later
3 character systems:


WEKKARUS with 3 society layers

Rakkau – rich merchants and traders, rare and powerful, but with negatives
Wuswok – dusty miners
Karwur – Heroic ocean monster-hunters


CALEPH, and 3 officer military schools, which stack their knowledge on armies and fleets, and allow high combat versatily, and separated research specialization (all firstly are fighters specialists as base)

Phisos –focus: defence and recovery
Lacathph – focus: electronic systems
Thacalis – focus: ship management, engeneering

PARATIS and 2 Rispaa – external ordens threading interior and exterior leadership

Istyppar – exterior specialization on concealment/espionage
Sytppra – exterior specialization on psy-ops, counter-espionage, trade and sabotage


< Message edited by Blackstork -- 8/24/2014 12:31:04 PM >


_____________________________


(in reply to Blackstork)
Post #: 216
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/24/2014 3:02:03 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Added Zadaj gameplay character system dev tips and short overview to OP which contain all implemented CS overviews and condensed info.

_____________________________


(in reply to ParagonExile)
Post #: 217
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/24/2014 6:25:09 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Added Gizurean and Yereni character system/gameplay dev tips (marked in red) in last section of OP.

_____________________________


(in reply to Blackstork)
Post #: 218
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/24/2014 9:26:37 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Laaran UI is up, and appears in Alien Immersion thread.
Since they are Beyond guys - reposting here


Laaran - ver. 1.02 issue 23. adapted to Alliance system
Dark Alliance
DL LINK: http://www.mediafire.com/download/1sapmr85q65802d/Alien_Immersion_-_Extended_V_1.02.23_Laaran.zip


Subheim - Space Corridor
Coil - Theme from Blue pt I
Coil - Theme from Blue Pt II
Coil - Hills are alive
B12 - The Radiophonic Workshop
Vas - Moksha
Sephiroth - Wolftribes


PLS NOTE : INGAME ART MUCH SHARPER COMPARED TO PREVIEW STRIPE

They follow new soundtrack system of 1.02 ver of Alien Immersion - about soundtrack system of 1.02 please check Alien Immersion thread.

UI pack will be included in A.52 once it will be released.

< Message edited by Blackstork -- 8/25/2014 4:29:25 AM >


_____________________________


(in reply to Blackstork)
Post #: 219
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/25/2014 3:42:38 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
.52 issue planned to tomorrow, Wekkies are done already, Paratis about to be finished.
After it i will advance with Alien Immersion abit, and weekends's .53 will include:
Lameresh, Keskudon and bunch of material from planned alien immersion project, alliance soundtracks, and graph for implemented races.

ps. made small corrections, fixes and movements in OP which contain main bulk of info.
I slowly merging this project with Alien Immersion, tho i will keep Alien Immersion thread advance on it own, all stuff will be updated in this thread OP as well.

< Message edited by Blackstork -- 8/25/2014 5:21:44 PM >


_____________________________


(in reply to Blackstork)
Post #: 220
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/25/2014 4:38:45 PM   
fruitgnome

 

Posts: 186
Joined: 6/4/2014
Status: offline
Does the ai use all new implemented mechanics or which does it use?

< Message edited by fruitgnome -- 8/25/2014 5:40:37 PM >

(in reply to Blackstork)
Post #: 221
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/25/2014 5:04:18 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Beyond completely integrated Icemanias AI mod of latest version . Ai is equal to Icemanias mod ver. 1.01 Extended. Using his system I adapted and expanded everything for new races and tech tree including race queues.
Ai won't use character system micromanagement as human, but that goes towards every feature of any mod. Its also been adjusted towards AI usage, and CS is way to add more difference depth to races, more decision making for player, and extend certain feature of the game. It won't harm AI performance. Very few races have some underwater stones like Gizzies, and those are races that needed some toning down in hand of AI. Races also adjusted to their default stance which wont micromanage characters. But , as been said, i make quite subtle changes , which balance some things, flavor other, and mainly create specialisation and more unique set for each race. Simply, there more things to define race than race.txt
Very very tedious micromanage can and will benefit player with some races more, obcourse. But those races are built so. Due this fact they may perform , sometimes worse than other ais, but that sometimes, and you won't feel the difference so drastically.
But as player at v.hard or extreme vs Ai mod Ai you will need every bit you can squize of your characters.

Simply you can't program Ai as modder on object of character usage, but I saw how Dhayut used stacked hyper navigation admirals (the theme and main focus of Dhayut navy in beyond) and zapped thru galaxy to help all their Dark alliance members. Or Dlakar placed Ralaok on newly colonized planet. And so on. Ai does his character homework at acceptable levels except dismissing leaders and using spes but that issue which remains from main game. For spies also races use specialized bonuses. Some specialize on sabotage, some have psy-ops etc. Ai anyways use all of them, and simply will success more in operation of his race specialization.

All it about specialization. Ai and player will benefit almost in equal measure from fact that certain race, for example, have high hi-tech specialization, fleets have high shield regen (correlated with Icemanias power design preference research sequence) etc. Ai does not dismiss leaders which are bad in vanilla/extended mod as well, so, as you can see the difference here is slight, if not non-existant for majority of races.

I also advise you to download and try it. Play normally and see how it does, or just put all auto and watch how ai performs and what all those thigns means (obcourse pick only races which are done with new features and rebalance)
Beyond races are more balanced one vs other than races from vanilla/extended .

< Message edited by Blackstork -- 8/25/2014 7:30:23 PM >


_____________________________


(in reply to fruitgnome)
Post #: 222
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/25/2014 7:27:31 PM   
fruitgnome

 

Posts: 186
Joined: 6/4/2014
Status: offline
Sorry, I had to define my question:
Do the other empires controlled by ai use the mechanics; I mean my enemies in the singleplayer. I think I read out of your answer "no". Edit: After reading a 2nd time your post I would say "yes". (my english is not so well to understand all you've written)
But my enemies also use the new characters or not? I mean by random.
With other words has this mod with the new mechanics any positive or negative effects to my enemies (opposite empires controlled by ai)?

Great work to invent new mechanics with such less modding abilities given by game! They should us give the whole source code like at SWAT4.
THX2U!

< Message edited by fruitgnome -- 8/25/2014 8:32:05 PM >

(in reply to Blackstork)
Post #: 223
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/25/2014 7:45:05 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Its about to be almost same. AI does not micromanage not-race specific characters (good or bad) in extended/vanilla game anyways. In beyond some races which could be less effecient as ai, obcourse, but to not critical level, and balanced on their ai performance. Some races are made so with intent - example is Gizurean, which will demand character micromanagement and nitpicking and dismissing to bring them to same level as they were before, while AI wont be so overpowered now. Before (before beyound, in vanilla/extended) every 2nd game gizzies were top 1 in everything. Now ai wont micromanage them , so is more balanced as ai, while as player just need some more precise character management.

Most of CS is about specialization, and i saw how AI used it pretty well, as it can count and check some values better than human (for example counting that Dhayut fleet will have enough time to finish task and then return and defend home vs some incoming attack, while player might panic and recall his fleets for defence before current fleet's task completed)

And thanks. They are being implemented little by little. what can help to development is player side experience, because some races perform differently in player hands and player experience could help to make fine tuning.

And yes, obcourse, all ais use same pools, means new characters

< Message edited by Blackstork -- 8/25/2014 9:27:34 PM >


_____________________________


(in reply to fruitgnome)
Post #: 224
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 3:18:23 PM   
FrancoisH

 

Posts: 14
Joined: 8/24/2014
Status: offline
Hello there.

Playing the game with your addon, I started to look into the ships designs as I had an issue with my fleet showing "no fighter" with carrier included and as well supply ships not resupplying... Which was realy curious.

When I looked into the designs, I saw red alerts (so the game auto-generate wrongly designed ships).

Here's the first picture (for the Carrier) (I can't post any link yet as I'm new on this forum).

I don't know if this is related to your mod or the main game as I didn't checked that the few games I run in standard version of Distant Universe.

Kind regards.




Attachment (1)

(in reply to Blackstork)
Post #: 225
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 3:19:12 PM   
FrancoisH

 

Posts: 14
Joined: 8/24/2014
Status: offline
Here's the second image for the Ressuply:






Attachment (1)

< Message edited by FrancoisH -- 8/26/2014 4:20:37 PM >

(in reply to FrancoisH)
Post #: 226
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 3:38:12 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
As far as I can judge from pictures you playing not Beyond race. All not beyond race designs come from Icemanias Ai mod, and beyond are copies of some of those as well except Dlakar race and Archei.
And as far as tons of test runs been done there were no issues.
Which race you play? What version you use? How you installed the mod?
I can guess it is not related to the Beyond .
I'll come home and investigate it further.
Giant thanks for playing and input.

_____________________________


(in reply to FrancoisH)
Post #: 227
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 4:00:47 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
I found the problem origin. It's in Icemania's improved AI mod.
The problem with human designs.
Thanks mate, you helped to both mods by picking not-beyong, not -cs race to play.

< Message edited by Blackstork -- 8/26/2014 5:05:49 PM >


_____________________________


(in reply to Blackstork)
Post #: 228
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 4:06:48 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
I'll issue fix soon, today incoming patch .52 will contain the fix for the problem.

Great thing that you played humans.
Btw i advise you to try races which have new features of Character systems (they are listed in OP) (Humans dont have them yet, so its luck you found it)

Fix wont break savegames, so you will be able to continue without any problem

< Message edited by Blackstork -- 8/26/2014 5:09:08 PM >


_____________________________


(in reply to Blackstork)
Post #: 229
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 4:40:09 PM   
FrancoisH

 

Posts: 14
Joined: 8/24/2014
Status: offline
Hehe, sorry I still learning the game and I sticked to the humans. I'll try one of the character races and tell you what I think of.

It's IA related, that was for sure...

Another glitch I noticed in the late part of this game : the IA suggest me to buy PLENTY of capital ships. Almost only capital ships. Is it normal ? I know they're powerful enough by themselves but, it request I buy 580 of them I think, I find that quite a bunch ;) Especially with my current firepower ;)


P.S. I had no other issue except that ;)... and the fact I hate the fleet/search ship UI which misses a lot of things... I would like to have a flee details, a real one, with the ship inside or fleet template to auto build required ships... and finally I would like to be able to set multiple sorting options in the ships list. I posted that as a suggestion on the appropriate sticky subject in the main forum ;)

(in reply to Blackstork)
Post #: 230
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 4:59:32 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
There are such tools on small pannel at left side in the middle of the screen, its good for managing fleets. Additionally you have button on main pannel designs which indicate 1 and 3 ships.

As you learning the game, i advise to go to options and leave ship construction and ship automation and fleet composition at automate. Its good for first games for sure.
Also the designs coming from AI mod are pretty decent, and you should not go for customs so much. Human race favors missiles, and you should focus more on capital ships and not carriers, and use mainly missile techs (thats what AI will research automatically if you will automate research) and he will create missile-based designs for your fleet, if you playing Humans.

Later today i release patch which add more 3 character systems : Wekkarus, Paratis and Caleph, and i advise you to try one of 14 races from .52 release - ones with unique character system.

As for AI building ships - i dont know your income and needs but AI can do such things, sometimes with a reason, sometimes its better to do it your way. But again, try to leave ship movement, fleet formation and design automated your first games.
If you like fighters - go for Dlakar or Caleph. those 2 races that offer hard core fighter warmachine experience.
Cheers, and thanks for participating, your playing feedback is precious thing for game's development.

< Message edited by Blackstork -- 8/26/2014 6:01:20 PM >


_____________________________


(in reply to FrancoisH)
Post #: 231
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 5:46:25 PM   
FrancoisH

 

Posts: 14
Joined: 8/24/2014
Status: offline
Sure I'll try maybe the Caleph ;) Anyway I'm always pleased to help when I can.

Is there any support of localisation in this game? Because I can always do some translation in french ;)

I like so much people who find time to support their project and answer to users questions ;)

(in reply to Blackstork)
Post #: 232
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 6:08:19 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
I do not know about localization. I think there is some, its more question to devs of the game.

Caleph Character system will be out today later, so wait for .52 update mate :)

_____________________________


(in reply to FrancoisH)
Post #: 233
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 6:51:37 PM   
FrancoisH

 

Posts: 14
Joined: 8/24/2014
Status: offline
And got another question. Is there any way I can get my savegame working on my second computer ? Because I installed the game on my both computers but after activating the theme and I made the savegame transfer, my saved games don't show up on the second PC as if they weren't created with the mod, which they are for sure. ;)


EDIT // This is a Windows issue I solved... due to the change of some directories in default libraries of windows I forgot to check and had to put it in another directory.

< Message edited by FrancoisH -- 8/26/2014 7:56:28 PM >

(in reply to Blackstork)
Post #: 234
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 8:06:29 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
You cant open normal game savegame with mod and vice versa. If both computers had mod then should be no problem, mate :)

Update:
Ah, great to know you solved it

< Message edited by Blackstork -- 8/26/2014 9:07:06 PM >


_____________________________


(in reply to FrancoisH)
Post #: 235
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/26/2014 9:53:15 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Guys, i will postpone patch some. I will wait till Icemania will tell his oppinion on fix for the Resuply ships issue, do more testing. I prefer to release more polished material, fix the designs problem well (or give to Icemania to do that because its his mod and he is the king of it :P ), and also , perhaps have more time to run tests.
For now (till .52) please note that Carriers for non-fighter races and ressuply ships will require manual design.
I'll update things till friday, with perhaps more one-two races CS.

I also want to check controversal (oh it is! and i like it very very much) Character system of Wekkarus more.

There is also something i noted i want to correct and improve, so new shiny patch will be postponed but will be really shiny!

I hope you enjoy already released material.


< Message edited by Blackstork -- 8/26/2014 11:03:23 PM >


_____________________________


(in reply to Blackstork)
Post #: 236
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 12:54:58 AM   
Euler

 

Posts: 59
Joined: 11/30/2013
Status: offline
Hi BlackStork, I just finished a game with your mod as Mortalen. Everything went together very well. I especially liked the Mortalen music. I included the Alien Immersion mod music. I thought you did a great job picking music that suited the personality of the role. It was very warlike. I will now forever associate playing the Mortalens with drums and bagpipes!

I did notice two things, I can't say if these are due to your mod or are game bugs, but I thought I would comment and see what you think. Towards the end, the graphics got a little buggy. For example one circular highlight marker did not go away for the rest of the game. There were some other little graphics glitches that only occurred near the end. However, I was within 1 game year of winning so I was able to just finish out the game.

The second was even though I was playing as Mortalen, I got no victory points for subjugating races, which is one of their race-specific conditions. I am pretty sure I subjugated the most races in the game, yet I got zero victory points in that category.

In spite of these little glitches it was a very enjoyable game. I love all the mods you have combined into this one package! I think the Alien Immersion music makes a big difference too and I hope it will eventually get included in this mod.

< Message edited by Euler -- 8/27/2014 2:07:05 AM >

(in reply to Blackstork)
Post #: 237
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 2:40:27 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Hey and thanks for your comments!

I am sure that graphic glitches are related to the game itself, because all i do with graphics is change certain pictures in convinient, described in modding guide , way, and they are not more than just simple pngs. This is something general, game-related.
2nd thing - did you had condition for accumulating racial VP on? This is also something game related, since mortalen victoy condition been untouched from vanilla. and it also works on my side.
It would be interesting to investigate for reasons of those problems, but i am 100% sure they are not related to the mod itself.

I am very happy you liked it, i would also ask - did you tried a race which have own character system? This is new, at first glance subtle, but in truth quite game-changing feature which add alot of spice, change and new play, possibilities and flavor into race-specific play. In .51 version there 11 races which are done, and in .52 i will release at least more 3, even 5 if things go well.
If you will be trying another game i really advice you to try it, because it will be somethng even more different. Races with racial character system have own characters, which are race-specific, have own social groops, specialization etc.

Also yes, Alien Immersion will be absorbed eventually into Beyond. Very soon i will do restructure process, which will provide modular soundtracks from 6-track light race specific pack, and 8 track or so alliance specidic pack, where all races are separated into 4 alliances, as in Beyond mod diplomacy bias and alignment. I really hope Erik and Elliot will support costom soundtrack folder indexing request i did and add it to the game so indexing in race.txt will be posssible, and no manual manipulations from player will be needed.



< Message edited by Blackstork -- 8/27/2014 3:46:32 AM >


_____________________________


(in reply to Euler)
Post #: 238
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 9:37:17 AM   
fruitgnome

 

Posts: 186
Joined: 6/4/2014
Status: offline
Will the humans also get a new character system and when ?

(in reply to Blackstork)
Post #: 239
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 10:46:04 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
I can try to make them into postponed .52 which will include wekkarus, paratis, caleph, fix for resupply ships design, laaran and veey race ui, and some fix for character randomization for all issued races. I don't know when it will be but I think around Saturday it will be released.

< Message edited by Blackstork -- 8/27/2014 11:48:14 AM >


_____________________________


(in reply to fruitgnome)
Post #: 240
Page:   <<   < prev  6 7 [8] 9 10   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! Page: <<   < prev  6 7 [8] 9 10   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.328