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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.)


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