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Old March 3rd, 2002, 05:01 AM

Emperor's Child Emperor's Child is offline
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Default Colonization Minister on Strike

In my playtesting of my new race, I've noticed that the colonization minister appears not to be doing anything with newly created colony ships when I've checked my new empire's status. When I took control of the empire, all the AI settings were on but still this minister didn't move the colony ships to sutibable planets. What's going on? Does the AI hunker down with colony ships for a while in the early game?
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Old March 3rd, 2002, 06:05 PM
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TerranC TerranC is offline
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Default Re: Colonization Minister on Strike

Did you turn the Colonization minister on for the ships?

Or are you talking about just "suitable planets" like planets resembling your homeworld?

For the latter, you are going to have to do that yourself, as the CM seems to colonize worlds that have high value counts.
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Old March 3rd, 2002, 09:13 PM

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Default Re: Colonization Minister on Strike

Aha! I shot myself in the foot on this one. I was playing around with a component option that would allow you to increase the damage resistance of "other" components, increasing the wieght by 50% and gaining an additional 100% of damage resistance. I discovered that all the AI ships were taking this component option for all their bridges, engines, cargo bays, etc, and eliminating enough room to place a colony module on the colony ships. Go figure, I thought that the "must have" thing meant that they must have it... but I guess this is something that was not accounted for in the code. Anyhow, once that component was taken out everybody is performing normally.

[ 03 March 2002: Message edited by: Emperor's Child ]

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