View Single Post
  #8  
Old February 21st, 2003, 01:47 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: AST and Atmospheric processors

Quote:
Originally posted by solops:
quote:
Originally posted by Phoenix-D:
Yes. Unless that planet is a Gas Giant; converters can't make a None atmosphere Gas Giant.

Phoenix-D
Hmmm....can I change a Gas Giant of any variety into a "none"?
No. Gas Giants can not have None atmosphere, ever.

Quote:
Originally posted by solops:
quote:
Originally posted by Imperator Fyron:
Check the number of abilities lines on the ATM converter II and III, to make sure their conVersion abilities are working.
I'm not sure what you are telling me to do. Please elucidate, slowly and in simple words. This looks like a good lead.
1) Open Explorer or My Computer (assuming you are on a Windows OS).
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:

code:
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

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 ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote