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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Oleg, I also noticed that the Neutral Races are not colonizing, have you seen this?
In this case it was Neutral #1, the Bobrosa States. Oh, and they were using the Starliner hull as a regular transport (and thus slower) for minelaying/sweeping and troop transport. Though it might have been because the Starliner its avaliable first than the Medium Transport.... |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
No idea. Actually I never played Proportions with neutrals. Did't see the point, why not just add one more race ?
That one particular race - turn it unto your control and check if Colonizer design exist. If not, copy and paste colonizer designs from design.txt file of the race that does make colonizers. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
OK, I think the problem is in AI_construction_vehicles.txt file. In contrast to "normal" AI, neutrals have "colonizer" entry only in explore and not connected states. If for some reason AI in any other state, it won't build colony ships. Here is my quick fix:
1046742418.txt Replace neutral001_AI_construction_vehicles.txt with this new file. (proportions/pictures/raceneutrals/neutral001 folder. If it fixes the problem, other neutrals should have this file too !! |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Thanks Oleg! I have seen Neutrals colonizing before... I think maybe I set them up that way so that they wouldn't necessarily always keep a redundant colonizer on hand after they had colonized all the planets in their home system. But, with a couple of patches introduced since then, and in general, this may be an improvement.
As for Aloofi's follow-up question: Quote:
PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Is that the way it should be? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Now I have my three BattleCruisers with one scaled Ultra Armored Plating and four Ablatative armor components. The problem was that the hits were going through my previous armor of Ultra Armored Plating and Ultra Armored Structure. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Is that the way it should be?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Actually no http://forum.shrapnelgames.com/images/icons/icon7.gif here is why : when AI see "cargo storage" ability, it uses the component with highest value. This is fine untill it discovers "population module" or what is name ? - the big 400K module with capacity 1M. Now, it can not use standard cargo bays on troop transports, carriers, etc. One way around is instruct AI not to research these modules at all. But I thought it is just not cool http://forum.shrapnelgames.com/images/icons/icon7.gif Thus, PvK introduced special bogus ability for cargo bays I - "star unstable" Now AI can use them if you use this new ability in design_creation. There is a catch though - for AI to use transport hull design should have "must have ability1 := cargo storage" if you replace it with "star - unstable" here, AI will not pick up transport hulls. This is all quite complicated but I think I get it sorted in my AIs and in fact it makes AI modding more exiting ! |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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But now I know how to mess around with the AI designs....Muuuaaaaaaahhhhh. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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