|
|
|
 |

November 30th, 2001, 10:15 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Mod questions
I've noticed this being in a few mods. How do you get this to work? Every time I try it it just screws things up (adding ANY new colonies does that..)
edit: name change
Phoenix-D
[ 30 November 2001: Message edited by: Phoenix-D ]
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

November 30th, 2001, 10:27 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod questions
What is the problem exactly? If you'd be more specific, maybe I could help.
Rollo
|

November 30th, 2001, 11:06 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod questions
Well, whenever I try to add a new colony component, strange things happen.
For example: I added a new component "All colony", family 5004 (not shared with anything). It needs Ship Construction 2 to get.
Start a new game. The colony doesn't show up, as planned, but *neither do any of the normal components*. Check the technology screen, and all the colony techs are set to level zero. One of them should be set to level one, but isn't.
EDIT: and worse.. that was with a Low tech start. If I select a High tech start, everything works normally.. except for the fact that ship construction is still at the default for low tech start! (the next level gives the colony component)
Phoenix-D
[ 30 November 2001: Message edited by: Phoenix-D ]
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

November 30th, 2001, 11:36 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Mod questions
That is similer to what we had with Devnull Mod. Devnellicus mad a new tech area called Universal colony and the universal colony required 1 level of that. Then you needed all three colony tech to get universal tech and the ability to research the uni-colony comp.
The problem was if you placed the uni-colony comp after the others in the comp.txt file, everybody got it by default in a low tech start, but if you put it before the others in the comp.txt file, the AI would never use the component, even after researching it.
Obviously colony comps are treated different than regular comps in the code somewhere.
We tried fixing it by making the uni-colony comp a level 2 comp, and had the same result you did, in a low tech start, you got no colony components. It was giving you level 1 of uni-colony tech, but since the comp was a level 2 comp, you didn't have it till you researched it.
We did fix it though by removing the uni-colony tech area, and making the uni-colony comp have three tech area requirements, all three colony techs. Then the game only gives you your soecific colony type in a low tech start, but once you research your third colony tech, you can build with all four comps. And the AI can use it too.
Not sure if this helps you or not. I'd have to see your data file to know exactly what you are doing. Was level 2 of ship construction the only tech area requirement? That seems kind of cheap. Was your uni-colony just a comp or did you have a uni-colony tech area that opened up at level 2 or ships const?
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

November 30th, 2001, 11:55 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod questions
"Was level 2 of ship construction the only tech area requirement? That seems kind of cheap."
That was the point
It was just a copied Gas Giant colony, pasted below the GGC, upped the family number by one, and added the abilites for the other types. Then I changed the requirement to shipcon2 so I wouldn't have to bother with making a new tech area.
EDIT: the point here was to test it, hence the cheapness..
Phoenix-D
[ 30 November 2001: Message edited by: Phoenix-D ]
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

December 1st, 2001, 12:00 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mod questions
All right, I guess the three-colony requirement is good enough.
Next question: does anyone know how the events system works? I.e. does adding an identical copy of an event (or one with only a few values changed) make that event more likely?
Also, how does everyone feel about a mod making combat longer? Leaving the turns the same but lowering damage and/or upping armor/shields/general toughness of components. Some of the battles in SE4 seem awefully short and lopsided to me. Lopsided because one side is dead before it ever gets to fire!
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|