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-   -   Couple problems with a mod (http://forum.shrapnelgames.com/showthread.php?t=26169)

Wolfman77 September 29th, 2005 12:47 PM

Couple problems with a mod
 
Almost done, but there are 3 things right now that aren't working. I was hoping someone could help.

First, I have a tech in my tech tree that is supposed to start on level 1 normally with a raise level of 4. No matter what I put in, it always starts at 1 even when selecting to start with all techs. I assumed it was a typo in there somewhere, but I spent 2 hours going over it and testing it last night compleatly remaking it 2 times.

Second, I can't get the AI to design colony ships.

Third, The AI won't put ships in their build que. The only thing I could think of here, that I haven't tried, was if the AI needs all three resources used at the construction facility, even if the object doesn't require all three to build it. I'll try that when I get home, but if anyone else has any ideas, I was hoping to finish it tonigh.

Oh, and Ed Kolis, I have a question, do you mind if I PM you?

Atrocities September 29th, 2005 12:55 PM

Re: Couple problems with a mod
 
Problem one, Need to see your Files.

There can be any number of reasons why the AI will not design colony ships. To isolate the cause I would need to see your mod files. Most likely its something simple or complicated.

Problem three, again need to see your files.

Fyron September 29th, 2005 12:59 PM

Re: Couple problems with a mod
 
Do you have prerequisites for the technology with raise level 4 also being assigned? Also, check for a typo in the max level, that it is actually 4 or higher.

Manually follow your colony ship design from DesignCreation.txt and see if the design is valid.

Make sure not to have any build rates of 0. This causes no resources to be required or expended for that type of resource. Note that the AI is not smart enough to handle such systems anyways, and will still try to build ships where it can not do so.

Does the AI have valid designs and is just not constructing them? If so, it might be a problem with the vehicle construction AI file, which I forget the name of. If not, might need to fix more designs than the colony ship.

bearclaw September 29th, 2005 01:39 PM

Re: Couple problems with a mod
 
Quote:

Atrocities said:
Most likely its something simple or complicated.

Whew, glad you were able to narrow that one down. http://forum.shrapnelgames.com/images/smilies/happy.gif

I'd be willing to have a look at your tech tree too if you need another pair of eyes. But I'm no good with AI files.

Wolfman77 September 29th, 2005 01:46 PM

Re: Couple problems with a mod
 
1 Attachment(s)
Yes, there is a prereq. I tried turning it off and had the same problem though. Still could be it. Maybe a racial trait could get around this, but I was hoping not to get to complicated.

Radioactives are not use in the mod at all, so I took the ability off the space yards. That's what I was thinking could be the problem this morning, but I haven't had time to try it.

Yes they seem to be valid designs. If I play with the comlete AI on to monitor it, I can at the designs it creates myself.

Anyway here are the files if anyone wants to look at them want to look at them.

Wolfman77 September 29th, 2005 02:47 PM

Re: Couple problems with a mod
 
Oops, found part of my problem. My construction_vehicles text had a "Colonizer" in there. I think I need to use one of the three "Colony (Rock), Colony (Ice), Colony (Gas)" to get them to work, right?

Doesn't explain why it won't design them though. Unless the AI only designs stuff it recognizes in the construction text. I'm thinking the problem with it not constructing anything is along the lines of what Fyron said, it needs a radioactives construction ability even though it doesn't use it for anything.

Suicide Junkie September 29th, 2005 05:04 PM

Re: Couple problems with a mod
 
Quote:

Wolfman77 said:
First, I have a tech in my tech tree that is supposed to start on level 1 normally with a raise level of 4. No matter what I put in, it always starts at 1 even when selecting to start with all techs.

The game automatically gives you a forced level 1 in the colony tech for your homeworld. IIRC, it matches up the fhe first three techs in the file to Rock/Ice/Gas homeworlds

Wolfman77 September 29th, 2005 05:44 PM

Re: Couple problems with a mod
 
So if i put it down a slot it should work. Thanks I've got a few things to try tonight.


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