
April 27th, 2004, 09:16 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Solution is very easy - make separate designs for every hull size (since each hull size require its own amount of engines per move) with different Minimum Speed values.
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That is not easy, it is a long, tedious headache...
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Btw, Fyron, I guess right that all AI races (at least of the same type) use the same scripts as a base or not?
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Yes, as was indicated earlier in the post announcing the release of 0.14.00. All AIs use the same Design Creation, Facility Construction, Research, and... one other file... based off of the Ticon AI that Atrocities sent me. The related files are included in Backup folders for each race, which have their original files. I am not going to make all of them Adamant-compatible... far too much work for very little gain. This is why I keep asking for volunteers to help out with the AI...
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Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game.
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection )
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I have no idea why this would happen to you. The mod has never crashed like this on me, and I have never seen SE4 crash like this, actually... I will check the file uploaded later, when I get a chance.
[ April 27, 2004, 20:36: Message edited by: Imperator Fyron ]
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