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-   -   Bug with extra colony modules? (http://forum.shrapnelgames.com/showthread.php?t=12548)

bearclaw July 27th, 2004 06:23 AM

Bug with extra colony modules?
 
I added multi-colony module types to my mod and had extra tech levels of each colony type to research them. However, the game keeps making all races, regardless of homeworld type, only able to colonize Rock planets.

Is anyone else aware of this? Is it a bug? What seems to be happening is when there is more than one type of colony module for a specific type of colony, the game gets confused and defaults all races to rock colonies.

Fyron July 27th, 2004 06:52 AM

Re: Bug with extra colony modules?
 
You have to be very careful on the ordering of colony modules in the components file. SE4 assigns the first tech req area of the first colony module it finds that can colonize the HW type (assuming it is not a racial tech, in which case I believe it goes to the second tech req area). Universal colony modules need to go at the end, after ALL normal colony modules.

Additionally, universal colony modules need to have both more total tech req levels AND more tech req areas than the standard type, so that the AI will see them as more advanced.

Adding redundant tech reqs (such as 5 entries of Rock Colonization) works well to fool the AI.

See Adamant Mod for an example (it also has Ekolis' Colony Tech Mod or whatever it was called incorporated): Adamant Mod Data Files - 506.90 Kb

bearclaw July 27th, 2004 03:49 PM

Re: Bug with extra colony modules?
 
Thanks. I'll look at what you've got and see if it helps.


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