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-   -   AI modding: why does my KI put 2 colony modules on a colonizer ?! (http://forum.shrapnelgames.com/showthread.php?t=12113)

Fyron July 7th, 2004 10:56 PM

Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
 
Actually no. The fix is to remove all colony module calls from the AI design... There are no problems whatsoever in how the colony modules and mounts are set up in Adamant. 30 kT is more than the 9% required by tonnage for the Colony Ship. It is just that the AI ship designing routine hiccups when mounts are involved...

[ July 07, 2004, 21:57: Message edited by: Imperator Fyron ]

JLS July 7th, 2004 11:34 PM

Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
 
No problems - thats all that counts http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 07, 2004, 23:00: Message edited by: JLS ]

Aiken July 8th, 2004 05:53 AM

Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!
 
Quote:

Originally posted by JLS:
Also to ask - are you using a Mount for your Colonizer Modules? If so then this will get tricky and you may have to compensate for any Various (Space Used Percentage Settings) that may change throughout that CompEnhancements Scale http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Sorry, JLS, I've missed that part of your message. You're using bold tag so heavily, that regular text is almost invisible http://forum.shrapnelgames.com/images/icons/icon12.gif


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