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AST and Atmospheric processors
All of my atmospheric processors have quit working in AST 1.7. It was a new game (as Borg), and I had converted quite a number of planets with Atm Proc level I. However, later, I got the tech for AP II and III and the System Gravitational Shield. I deployed and updated the improved AP II/III as they were available and in at least some of my systems built the SGS. It took quite a while for me to notice and then verify that my planets were no longer converting. Any ideas? Is this a bug in the mod or 1.84 or a component conflict?
[ February 20, 2003, 15:19: Message edited by: solops ] |
Re: AST and Atmospheric processors
I have a game running in 1.84 that I upgraded from the Last Version and my atmos converters have all worked flawlessly before, during and after applying the patch.
My game is Proportions. Could be a mod issue. |
Re: AST and Atmospheric processors
Check the number of abilities lines on the ATM converter II and III, to make sure their conVersion abilities are working.
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Re: AST and Atmospheric processors
Can an Atmospheric converter convert to oxigen one of those planets without any?
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Re: AST and Atmospheric processors
Yes. Unless that planet is a Gas Giant; converters can't make a None atmosphere Gas Giant.
Phoenix-D |
Re: AST and Atmospheric processors
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Re: AST and Atmospheric processors
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Re: AST and Atmospheric processors
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2) Browse to the folder in which you installed SE4. 3) Go to the AST mod folder that is in the SE4 folder. 4) Go into the Data folder in the AST mod folder. 5) Open Facilities.txt 6) Search for the facility in question. 7) Check the Number of Abilities line, and make sure it matches how many abilities are defined for the facility. This will probably need to be 1, if the only thing that the facility does is convert atmospheres. Here is a sample facility from the default game: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Atmospheric Modification Plant I Description := Massive atmospheric processors which... Facility Group := Planet Modification Facility Family := 44 Roman Numeral := 1 Restrictions := None Pic Num := 70 Cost Minerals := 15000 Cost Organics := 15000 Cost Radioactives := 15000 Number of Tech Req := 1 Tech Area Req 1 := Planet Utilization Tech Level Req 1 := 7 Number of Abilities := 1 Ability 1 Type := Planet - Change Atmosphere Ability 1 Descr := Changes the atmosphere of the planet... Ability 1 Val 1 := 30 Ability 1 Val 2 := 0</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Note how it has Number of Abilities equal to 1. Then, it has Ability 1 Type, Descr, etc. If there was an Ability 2 Type, Descr, etc., the Number of Abilities would have to be set to 2 for the second ability to function. The Number of Abilities should never exceed the number of abilities that are defined. There is no practical limit to the number of abilities you can have. Each ability must have all 4 of those lines, and must have the same number after "Ability". Note: the descriptions of that facility have been truncated to preserve the table format of the forum page. [ February 20, 2003, 23:54: Message edited by: Imperator Fyron ] |
Re: AST and Atmospheric processors
As far as I know, the AMP's I - III were not changed for the AST mod. I know that Atrocities added a new AMP called the Genisis to the Facilities.txt, and it seems to work just fine.
What I have noticed is that if the planet is an irradated world, ie Fyron's Q mod, they do not convert. Send me your save game file. cncraymond@astmod.com Thanks for the bug report. I will try and find out the cause. |
Re: AST and Atmospheric processors
I have confirmed that the AMP I - III are un-modded. I would suspect that your problem is with irradated planets.
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