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May 2nd, 2004, 08:41 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Thanked 18 Times in 12 Posts
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need help, "possible" modding bug
Hi everyone.
Im modding my own "mod" since a few weeks, and until now i was able to hunt down almost every error or bug. But now im stuck. its about a component and its tech req.
Its nothing difficult, but it seems to be some kind of bug.
Name := Small Projectile Gun I
Description := Small sized projectile weapons used for basic troops.
Pic Num := 925
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 16
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 3
Restrictions := None
General Group := Weapons
Family := 7038
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 85
Weapon Modifier := -15
Weapon Sound := boom2.wav
Weapon Family := 711
As you see, this component needs two tech reqs which are both easy to get.
Name := Projectile Weapons
Group := Weapon Technology
Description := Weapons which fire projectiles at other ships.
Maximum Level := 5
Level Cost := 3500
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
Name := Smaller Weapons
Group := Weapon Technology
Description := Normal ship based weapons miniaturized to fit on smaller vehicles.
Maximum Level := 5
Level Cost := 7500
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
Now here is the problem: It simply doesnt work ! I can research whatever i want as long as i like to, the "small projectile gun" wont show up, not in the in-game-help or in the design screen.
As you may have noticed, its a figher weapon, and the tech area "smaller weapons" is needed for almost all fighter weapons. Strangly NOT EVEN ONE fighter weapon works, it somehow seems like the "smaller weapons" tech area is ****ed up, i can it research it as far as i want, but it will never give me any new tech.
I tried setting up a full tech game, but the weapons dont show up either.
Can someone help me ? Why doesnt it work ? There arent any typos, nor does the game put out any errors.
second one is easier:
I have a component which is 10k size and gives 85k cargo space. I have other components (unit launching) which all have like 40-60 k size and give only 60 k cargo space.
Now its like this:
4 x cargo compo = 260 kt space
1 x unit launching compo = 60 kt space
It should be obvious that you should use the "real" cargo compos on transports. Unfortunaly my AI dont get that, it uses satelite layers instead of cargo compos on all its transports hulls. Whats the problem here ?
Thanks !
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May 2nd, 2004, 09:01 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: need help, "possible" modding bug
Can you see other components in the design screen after the small projectile gun? If no, then you've got a double space preceding those entries.
Or secondly - are you selecting a fighter/troop hull at the design screen when you can't see it? If not, the settings you have for vehicle type will hide it and that's why you might not be seeing it.
I don't see any reason why it wouldn't show up otherwise. The entries seem to be correct.
Did you make the AI yourself - or is it a stock AI? It might be connected to the fact that the AI may think the later satellite component is more advanced...although I though it went for the best cargo space / kT ratio.
[ May 02, 2004, 20:01: Message edited by: Captain Kwok ]
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May 2nd, 2004, 10:25 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: need help, "possible" modding bug
I can't guess on the tech not showing up, though I would ask if you have started a new game for this? Changing the tech file in a game will produce all sorts of screwups. You must start a new game. And the tech file is just as sensitive to extra blank lines as the components file.
Getting the AI to use the right cargo components is in the *_AI_designcreation file. You need the 'must have ability' set to cargo storage and that's how the default files are setup. It should choose the 'best' cargo component (the one with the highest number) if it's setup like this. Have you modded the designs?
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May 2nd, 2004, 11:37 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: need help, "possible" modding bug
About the second question:
Possible reason of your problem is that Cargo component has only 1 level to research, while Unit launch comp has few more tech levels (ie, 4-5 lvls). When evaluating comps to choose the best, AI will most likely choose lvl 5 comp (unit launch with cargo) than lvl 1 comp (true cargo), though lvl 1 comp has better cargo/space/cost value.
Though I don't know your design, you may try to split Cargo comp tech to more levels (at least as many as Unit launch tech has).
Also check your AI_Research.txt file to make sure that AI will research Cargo tech earlier than Unit launch tech.
[ May 02, 2004, 22:38: Message edited by: aiken ]
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May 3rd, 2004, 12:36 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
Posts: 252
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Re: need help, "possible" modding bug
At all times, the cargo components must have the biggest/highest cargo storage ability. Also check for double spacing in the files you have altered that could account for the other problems.
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May 3rd, 2004, 04:55 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: need help, "possible" modding bug
thanks for the help everyone, i will let you know how it worked out later today !
ty
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