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  #1  
Old January 17th, 2004, 05:01 AM

EmerilBAM EmerilBAM is offline
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Default AHHHHH! I need help! BAM!

OK, so I put this off as long as possible, trying to do my own thing. I just got SEIV for X-MASS and have spent almost 3 weeks fiddling and fixing it the way I'd like it, but have been totally stymied by the AI portion of modding. I've taken elements of Atrocity's ST Mod and the AI campaign's AI files for my races, but I have run up against a wall when it comes to my races building colonizers. That's one problem, there are others, believe me, but that's the worst. What I'm looking for is some kind experienced soul who can maybe look over my files? and tell me what I could improve. Any help would be greatly appreciated. Thanks.
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Old January 17th, 2004, 05:14 AM
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Default Re: AHHHHH! I need help! BAM!

Did you include the "rock world natives" and such traits limiting the ability to trade colony techs? If so, you need each race to select the appropriate racial trait, based on their homeworld type.
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Old January 17th, 2004, 10:41 PM

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Default Re: AHHHHH! I need help! BAM!

No, no racial trait like that-and the ice planet people are doing fine. Everyone else just doesn't colonize right, unless I manually design the ships, then they do colonize, but very slowly. And they build tons of bases and defense ships from the start of the game.
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Old January 17th, 2004, 10:52 PM
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Default Re: AHHHHH! I need help! BAM!

What colony modules did you use? Do they require colony techs that have racial areas that were in use in ST Mod, but you don't have anymore?
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Old January 18th, 2004, 12:02 PM

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Default Re: AHHHHH! I need help! BAM!

Standard Rock/Gas/Ice colony modules, no racial attachments. I have included the tech in the AI's research files, and it appears when I check the computer race manually. In fact, they will colonize, albeit slowly, when I physically add a colony ship to their designs. They just don't tend to colonize very much, or very good planets, and they spend a LOT of time on defense bases, defense ships, and supply ships. There are certainly things that need to be tweaked in the vehicle_construction files, and I'm in the process of doing that now, but i can't figure out why the Ice races seem fine and the others are confused. Even when I transfer the vehicle_construction file from my Ice race to another, and traspose the Ice w/ Rock, it doesn't seem to have much effect. I realize that AICampaign uses a different kind of colony system, and that may be effecting it, but again, my Ice ppl. ??? Any thoughts?
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Old January 22nd, 2004, 02:10 AM

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Default Re: AHHHHH! I need help! BAM!

You need to restructure many of your DATA files for compatibility and then alter the individual AI files to except that data. For Example:

With AI Campaign the AI will receive alternate Colonizer types through-out the game, this is to represent the effect of trade. In this way players are always encouraged not only research alternate Colonizers but to trade, borrow, beg and steal alternate colonizer types from there Human Player allies and/or other AI Players.
The AI is very efficient this way, so go ahead trade 30000 resources or a comm link for there Colonizer tech, this will not hurt the AI but will slow Human Players growth if they do not trade with the AI

~

= = = =

AIC will be releasing a Birth Of The Federation add-on soon and is now currently in testing. This addition will complement the original AIC AI; along with a few specific BOTF Facilities…

= = = =

[ January 21, 2004, 12:20: Message edited by: JLS ]
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