![]() |
Missing research centers in mod
Strangely enough, homeworlds in my mod are starting with no research facilities! And not only that, they are starting with 220 research & intel points production even without such facilities! Before you ask, no, I didn't change the family number of Research Centers or make them unattainable tech... does anyone know what could be going on?
|
Re: Missing research centers in mod
Did you stick research or intel generation on something else?
|
Re: Missing research centers in mod
Why yes! At first I thought, "no, why would I do that?" but searching through my data files I found I added 200 research & intel point generation to Space Port III. So that explains it - it used the lowest-down facility with research points generation, instead of going by family! Guess I'll have to move the Spaceports up to the top, then...
Oh, if you're wondering what I mean by Space Port III, I expanded Spaceport and Resupply Depot facilities to 3 levels. The 1st level acts normal, the 2nd and 3rd are cheaper. In addition, they have added abilities - Space Port II stores resources & cargo, Space Port III does that and generates resources, research, & intel, Resupply Depot II stores resources, and Resupply Depot III trains ships & fleets. <Edit: Oh, dumb me, I know why I didn't have any research centers! It was because I was starting on high tech level! http://forum.shrapnelgames.com/image...s/rolleyes.gif > [ August 21, 2002, 23:08: Message edited by: Ed Kolis ] |
Re: Missing research centers in mod
The design of a homeworld at game start is hard-coded and it will look for spaceports BEFORE any research facilities. So, moving the space port down the list won't help you in this case.
|
All times are GMT -4. The time now is 12:43 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.