help please.. with cargo/supply cap mod
As I haven't figured out if and how it is possible to make pop need 10 times more cargo space, I tried to lower the cargo cap of Colony Pods and Cargo Holds and to get around the "supply minister problem", I changed the engines to "650 supply cap".. and run into all sorts of problems:
- the AI ships started to run around with a 7th engine that seemingly substituted the "supply storage I"
- .. instead of using "Cargo Bay I", the Troop/Pop/General Transports used "Satellite Bays" instead.
I figured out that seemingly the AI uses the component with the biggest capacity that is available .. but it should look for the 1st ability only (or first at least), shouldn't it ?
Arralen
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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