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-   -   StellarAbilityTypes.txt question (http://forum.shrapnelgames.com/showthread.php?t=4271)

tesco samoa October 3rd, 2001 10:07 PM

StellarAbilityTypes.txt question
 
WHat % chance do you use for your Ancient ruins and Unique Ancient ruins

I have 3 and 8 respectivly and the chance is set to 5.

In the game I am playing ( large cluster max systems 254 ) I have explored 25 systems and still have not found one single ruin.

Attached is the file as well.

If anyone can see any problems or if this is normal let me know.

Thank you in advance

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Inter arma silent leges

Puke October 3rd, 2001 10:14 PM

Re: StellarAbilityTypes.txt question
 
the chance is in tenths of a percent, so a value of 5 gives you 1 in 200 planets with ruins. a value of 50 give you 1 in 20.

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

DirectorTsaarx October 4th, 2001 09:08 PM

Re: StellarAbilityTypes.txt question
 
There's also a bug that appeared in 1.41 where NO ruins would appear on maps generated before the game starts. There's a thread on it here somewhere...

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L++ GdY $ Fr>Fr++ C++ SdS T-- Sf Tcp? A%% M- Mp! RTH!P Pw Fq-->Fq+ Nd>Nd+++++ Rp++ G+

tesco samoa October 4th, 2001 09:11 PM

Re: StellarAbilityTypes.txt question
 
is that true ???????????

If it is, is it being play tested for the new patch ?????????????

That 'Bites'

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Inter arma silent leges

DirectorTsaarx October 4th, 2001 09:26 PM

Re: StellarAbilityTypes.txt question
 
I hope it's being fixed in the upcoming patch; however, a little research shows we figured this out in JULY (!!), and MM's website indicates they lost some of their e-mail in July. So the bugreport for it may be lost.

I'll re-send (unless I can find the thread where Richard posted upcoming patch information, and find something about ruins generation being fixed)...

EDIT: I found the thread where Richard posted the 1.42 Version history; no mention of the ruins bug, so I'll send MM a bugreport.
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L++ GdY $ Fr>Fr++ C++ SdS T-- Sf Tcp? A%% M- Mp! RTH!P Pw Fq-->Fq+ Nd>Nd+++++ Rp++ G+

[This message has been edited by DirectorTsaarx (edited 04 October 2001).]

tesco samoa October 4th, 2001 11:37 PM

Re: StellarAbilityTypes.txt question
 
yep only occurs when you generate map now.

Never noticed it before.

Oh well.

Thanks for the info

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Inter arma silent leges

capnq October 5th, 2001 12:11 AM

Re: StellarAbilityTypes.txt question
 
There was also some speculation that it was a deliberate design decision rather than a bug.

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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"

tesco samoa October 5th, 2001 05:39 AM

Re: StellarAbilityTypes.txt question
 
away around it is to do the maps in 1.35

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Inter arma silent leges


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