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Re: Stellar Relations Mod v1.50
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Re: Stellar Relations Mod v1.50
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Re: Stellar Relations Mod v1.50
Glad to see your mod is finally released to the public! Thanks for letting me play tester for you I enjoyed the times. Now to see what you have added. http://forum.shrapnelgames.com/images/icons/icon7.gif
P.S. You must get a PBW game set up some time! |
Re: Stellar Relations Mod v1.50
Hi Ian..
Yeah don't be afraid we're gonna play it soon, at least a PBEM game. But first I want the AI up and running and people must actualy download it http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Stellar Relations Mod v1.50
Yes, I suposso so.
I was ready with the Mod when patch 4 was released, so I was eager to be the first one with an Patch 4 Mod http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Stellar Relations Mod v1.50
As I wrote before I'm still toying with the AI for my mod.
The problem at hand now is : The Base space yard design. The AI designes a nice base only no shipyards but repair components. Can someone tell me WHY !!!!!!! |
Re: Stellar Relations Mod v1.50
Are you calling for the repair ability or one of the construction abilities?
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Re: Stellar Relations Mod v1.50
Here it is, Supposed to be a Shipyard (I've I'm correct) But constructs a base with 2 of the repair crafts (from my mod)
Name := Base Space Yard Design Type := Base Space Yard Vehicle Type := Base Default Strategy := Don't Get Hurt Size Minimum Tonnage := 10 Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Space Yard Minimum Speed := 0 Desired Speed := 0 Majority Weapon Family Pick 1 := 0 Majority Weapon Family Pick 2 := 0 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 6 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 300 Armor Spaces Per One := 400 Majority Comp Spaces Per One := 0 Majority Comp Ability := Space Yard Secondary Comp Spaces Per One := 0 Secondary Comp Ability := Num Misc Abilities := 9 Misc Ability 1 Name := Point-Defense Misc Ability 1 Spaces Per One := 400 Misc Ability 2 Name := Quantum Reactor Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Combat To Hit Defense Plus Misc Ability 3 Spaces Per One := 10000 Misc Ability 4 Name := Combat To Hit Offense Plus Misc Ability 4 Spaces Per One := 10000 Misc Ability 5 Name := Multiplex Tracking Misc Ability 5 Spaces Per One := 10000 Misc Ability 6 Name := Shield Regeneration Misc Ability 6 Spaces Per One := 800 Misc Ability 7 Name := Self-Destruct Misc Ability 7 Spaces Per One := 10000 Misc Ability 8 Name := Scanner Jammer Misc Ability 8 Spaces Per One := 10000 Misc Ability 9 Name := Component Repair Misc Ability 9 Spaces Per One := 250 Beats me, |
Re: Stellar Relations Mod v1.50
The repair craft is added because you are calling for Repair ability at the end, so that is not the problem. Are you certain that the race has a component with the space yard abilities available? Can the space yard component fit on the size of base used?
[ March 08, 2004, 18:32: Message edited by: Imperator Fyron ] |
Re: Stellar Relations Mod v1.50
Thanks,
You were right, base was to small. Forgot that the AI are not able to use my 'Common trait' right now. See ya, |
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