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-   -   Ancient Ruins (http://forum.shrapnelgames.com/showthread.php?t=4482)

Tricorder October 31st, 2001 09:21 PM

Ancient Ruins
 
Well, I'm almost ready to go back to 1.41 among other things... Ancient Ruins are screwed up. In a map generated by 1.49 the ruins show as

combat movement: We have discovered...

That combat thing isn't even an option in the drop down list in the editor. And the normal selection

ancient ruins unique: We have discovered...

doesn't even get recognized. A ship will colonize this planet as if the ruins weren't even there. So, I ask...

How do you create ruins on a planet with the map editor now since the only way they seem to work in 1.49 (combat movement, etc.) isn't even an option in the planet window?

capnq October 31st, 2001 11:33 PM

Re: Ancient Ruins
 
This sounds like a bug in the Map Editor rather than the patch itself. Has anybody encountered unique ruins on a map generated by 1.49?

------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Val October 31st, 2001 11:57 PM

Re: Ancient Ruins
 
I am using 1.49, and was working with the Map Editor this morning. Two planets came up with Ancient Ruins Unique.

Sinapus November 1st, 2001 12:21 AM

Re: Ancient Ruins
 
I've gotten unique techs from ruins in 1.49 games, but when I take a look at the map in the editor the planets that the ruins were found don't have the 'alien ruins - unique' ability.

Tricorder November 1st, 2001 03:19 AM

Re: Ancient Ruins
 
Try this, with 1.49 go into the editor and take a 1.49 generated map you saved. Assign a planet with the starting position for player 1 so you know where you are starting, then on another planet in that same system, add the 'ancient ruins unique - we have discovered... ' to one of the planets with the '4' and '0' for the 2 options below. Then start the game and try to colonize that planet and see if you get the Massive Planetary Shielding.

As for ones already found in a 1.49 generated map, does it say 'Ancient Ruins Unique' or that Combat Movement crap? If it is the Combat Movement crap, try to edit the planet and see if that Com. Mov. heading is in the drop down list where the Ancient Ruins headings are.

I don't know, I just don't get it.

LazarusLong42 November 1st, 2001 08:09 AM

Re: Ancient Ruins
 
I have noticed that while I can see ruins on planets in a game, if I go to the Planets window and click "Special," nothing shows up. It may be related.

Eric/LL

Puke November 1st, 2001 08:18 AM

Re: Ancient Ruins
 
that perticular bug is related to games upgraded from 1.41 to 1.49

native 1.49 games work fine. depending on the other repercussions of that bug, we may have to restart junkyard wars 2.

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Val November 1st, 2001 09:07 PM

Re: Ancient Ruins
 
The PC I was using when I was working on the map was a straight 1.49 upgrade. My PC at home is a 1.41 to 1.49 update, so I will check that tonight to see if it creates Ancient Ruins Unique or not.

The straight convert from CD install to 1.49 was definately Ancient Ruins Unique.

Val

Puke November 2nd, 2001 02:38 AM

Re: Ancient Ruins
 
i meant games in progress, not se4 installations.

Puke November 2nd, 2001 08:03 AM

Re: Ancient Ruins
 
speaking of which, it has just been revealed to me by the special-ops man himself, that if you upgrade a game in progress from 1.41 to 1.49, not only will ruins not show up properly on the system display and on the planets list, but they will not give you any techs when you colonize them.

hows that for a run-on sentence?

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

capnq November 2nd, 2001 07:07 PM

Re: Ancient Ruins
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>if you upgrade a game in progress from 1.41 to 1.49, not only will ruins not show up properly on the system display and on the planets list, but they will not give you any techs when you colonize them.<HR></BLOCKQUOTE>Does this only apply to games in progress, or does it mean that maps created in 1.41 or lower won't work properly in 1.49?

------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Puke November 2nd, 2001 07:48 PM

Re: Ancient Ruins
 
from earlier comments, i would guess that its a 'yes' on the 'maps made earlier' thing. have not tried it yet, though.

capnq November 3rd, 2001 06:16 AM

Re: Ancient Ruins
 
I started two test games.

The first game used a map I made in the Map Editor in 1.35. A planet in my starting system lists the Ancient Ruins note in the description, but doesn't appear in (F4) Planets/Special. Unfortunately, it's the wrong type to me to colonize, so I don't know whether landing on it will work.

For the second test game, I generated a map in the Map Editor, then added a system with a Unique Ruins planet in it. That planet doesn't show up as Special either, and it doesn't show a ruins description. Apparently I wasn't thinking when I set up the game, because I neglected to pick a race that could colonize the planet type that I put the ruins on. http://www.shrapnelgames.com/ubb/images/icons/blush.gif I'll set up a third test tomorrow.

Now I'm not sure about this being an Editor bug, either, because the Map Editor is still at 1.41 in the SE IV 1.49 install (in fact, the Map Editor itself is only 1.31). I haven't been able to duplicate the "combat movement" description bug.

------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 03 November 2001).]

capnq November 4th, 2001 01:23 AM

Re: Ancient Ruins
 
I started two more test games, and think I may have nailed down the problem.

I started a new game in 1.49 with the "Players Can Save Map" option on. Started the game, saved the map as soon as I found a world that showed a ruins description, saved the game, and quit. Opened the map in Map Editor 1.31, and finally saw the "combat movement" bug on that planet. Used the drop down menu to change it to "Ancient Ruins". Found another ruins world with the same bug, and put a Fixed Starting Point in that system, then saved the map.

Started a second new game and loaded the edited map. Picked a race that could colonize the second planet. When I started the game, the ruins planet showed as colonizable, but didn't show under Special, and colonizing the world did not find any ruins.

What I think is happening is that 1.49 is using a different identifying index for the Ancient Ruins ability than previous Versions did. When 1.49 sees the old Versions' Ancient Ruins number from a saved map, it misinterprets it as the Combat Movement ability, so it doesn't recognize that it's supposed to be a Special or give you Ruins tech.

------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"


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