Thread: Babylon 5 Mod
View Single Post
  #4483  
Old January 15th, 2005, 04:09 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: Babylon 5 Mod

Quote:
The Megalopolist doens't have any of those things.
I'll give a list of what the computer always tries to implement:
- Ship Yard
- Resupply Dock
- Space Dock
It searches for those things according to researchpoints. So if the computer has to chose from two buildings with the same stuff on it, it choses the one wich costed the most researchpoints.
Maybe the problem is easily solved by giving the Megalopolis one of these qualities, the best one is the resupply quality. I'll do some test with that tonight.
This is wrong. Like many other things, the actual selection of homeworld facilities can be found in SEIV Modding 101:

http://se4modding.spaceempires.net/M....html#Chapter6

Quote:
Ragnarok-X said:
p.s. About that 31-engines thingy you mentioned. I dont understand. I just created an dreadnought with 50 engines without any problem at all. Then when i went to add the 52th engine, it lost 2 movement points ??! Bug ?! Could someone explain the deal here ?!
There is a limit of 255 standard movement points that a ship can have. If you go over 255, the value resets to 0 and starts over. You will want to read the chapter on Quasi-Newtonian Propulsion:

http://se4modding.spaceempires.net/M...orial.html#QNP
__________________
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