.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Dark Nova Mod (http://forum.shrapnelgames.com/showthread.php?t=9768)

Binford June 25th, 2003 07:26 AM

Dark Nova Mod
 
Two (bugs maybe?) things I have noticed:

3 or four AI designs (Design 110, etc.) keep showing up in my ship list even though I have marked them obsolete two turns now.

Also, I got Crystal Missiles Tech from Ruins, but it seems to be completely useless, since they never show up in component list. Since I don't have Crystal Tech I assume this is the problem, but I would think you shouldn't have Ruins Tech be unusable, IMO.

Binford

narf poit chez BOOM June 25th, 2003 08:54 AM

Re: Dark Nova Mod
 
maybe you have to research something else to get them.

General Woundwort June 25th, 2003 10:33 AM

Re: Dark Nova Mod
 
Quote:

Originally posted by Binford:
Also, I got Crystal Missiles Tech from Ruins, but it seems to be completely useless, since they never show up in component list. Since I don't have Crystal Tech I assume this is the problem, but I would think you shouldn't have Ruins Tech be unusable, IMO.
<font size="2" face="Verdana, Helvetica, sans-serif">Weapons from specific race Techs (Crystalline, Temporal, etc) are only usable by those races with those techs. The way out is to design a "special Version" of that weapon that is linked to Ruins Tech - therefore, whoever finds that Ruin can use the tech. Look at the data files for Massive Shield Depleter, Massive Planetary Shield, etc, to see how that is done.


All times are GMT -4. The time now is 08:12 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.