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douglas said:
I just checked one of my single player games, and the AI had several BSYs building ships.
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Guess my information is outdated then.

The monsters might possibly expand too quickly if they construct a bunch of BSYs. Of course, I think they might need some revamping to be able to glass planets in Adamant anyways...
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douglass said:
The game host didn't know any better and gave the monster races Imperial Aspirations, Physical Race, and Nomads as well as the Space Monster traits. I'd suggest making the Space Monster traits cost 30000 together and require Imperial Aspirations so this mistake is a lot harder to make.
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Actually I already did that for 0.16.00.
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douglass said:
Even if he hadn't done that, in the test game I ran with a monster race using the aggressive minister style (deliberately NOT using correct Space Monster AI) and a high tech start, the monsters it designed had no weapons. I'm pretty sure this happened because the AI files called for a weapon family the race didn't have access to, and the AI doesn't have a backup way of picking weapons.
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Well using the generic AI files for any race is generally a bad idea... except possibly a physical race, but that is all.
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CovertJaguar said:
My image mod submission is ready Fyron. What do you want me to do with it. It is 3.143 MB.
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Generally, you would want to upload it to a post in this thread:
Space Empires IV: Data/Sound/Graphic. Then, post a link here.
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CovertJaguar said:
Can our game be fixed or are we stuck with disfunctional monsters unless we restart?
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The AI files for the shipsets used as the monsters (if "use style from race" was not selected) or the generic AI files could be overwritten with the Space Monsters' AI files on PBW for that Version of the mod... This should allow the monsters to start functioning correctly. Not sure if any other games are using Adamant 0.15.02 on PBW or not...