View Single Post
  #4  
Old March 18th, 2001, 02:14 AM

Tomgs Tomgs is offline
Sergeant
 
Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
Thanks: 0
Thanked 0 Times in 0 Posts
Tomgs is on a distinguished road
Default Re: odd 1.30 observation

quote:
Originally posted by Arralen:
Saw the Ai still building mineral miner facs at a 4% world, because it needed more minerals.
I hope this was fixed with SE4, but the game behaves as dumb as SE3 sadly.

Shouldn't be that hard to get rid of this ?!



Actually this can be modded away. The reason it happens is simple. Each world has to have some facilities and these are scripted by what is needed and the order they are scripted in. The Last scripted world type for all AI states is a mineral miner world so it is the catchall for whenever they colonize a world that doesn't fit any other catagory. So any world that is colonized and, either doesn't fit the classifications, or they have already colonized enough of the specified colony type that that world fits, then it will become a mineral miner world even if it would be perfect for something else. The "fix" is to make some other type of world the catchall. But you could have the same problems with that type of world becoming too numerous and/or being perfect for something other type that has already been built up to its current quota. I believe some mods address this area already but I don't know if a perfect fix has been made yet.

[This message has been edited by Tomgs (edited 18 March 2001).]
Reply With Quote