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-   -   Mod questions (http://forum.shrapnelgames.com/showthread.php?t=4694)

Rollo December 1st, 2001 10:45 AM

Re: Mod questions
 
Thanks Geo,
I will check that out right away. It seems my assumption was correct about players getting the first requirement (rock in my case, gas in your case, universal colonization in the orignal Devnull Version, and ship construction in Phoenix case).

My uni-colony is (almost) identical to yours. Just had it placed after the the other ones, because of the problems we had earlier. Very strange that the choice of ministers to use a component might be linked somehow to the tech requirements http://forum.shrapnelgames.com/image...s/confused.gif . I guess there is a lot more to this than we might suspect. Oh well, as long as it works, I don't really mind http://forum.shrapnelgames.com/images/icons/icon7.gif .

Rollo

edit:typo

[ 01 December 2001: Message edited by: Rollo ]</p>

Q February 10th, 2002 05:08 PM

Re: Mod questions
 
This forum is really a great source of information.
I made a universal colony module as a racial technology for neutral empires and ran into the problem you described here.
I would probably never found the solution on my own.
Now I put the universal module at the top of the component list as you suggested and everything works fine. The AI uses the normal colony module for his home planet type and the universal module for the two other planet types.


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