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May 31st, 2002, 05:48 PM
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Colonel
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
(follows my previous post)
Bug is proven, all AI transport designs use Colony modules
I tried to make the colony modules 800Kt and the colony ships 1000Kt and ARGGGL ! Now the AI does not put ANY cargo in the Transport designs (ship should not even be allowed !). I checked this for several races so it's not an issue of a particular Ai design file ...
What's the heck ? The files correctly lists "cargo" as Must Have ability 1 , so ? 
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May 31st, 2002, 09:44 PM
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Lieutenant General
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Increasing the colony module size will not help.
Similar, albeit slightly different, problem exist in Proportions with Starliner module and cargo bays. PvK solved it by assigning bogus ability to Cargo bays, for example "Star - Unstable". Then he replaced "cargo" with "star - unstable" in transport designs in AI_design.txt file. Since only cargo bays have this ability, AI build ships with cargo bays !
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May 31st, 2002, 11:13 PM
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Colonel
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Oleg,
Thx for the reply, but I don't understand how the AI design work...
* My Colony ships have required "colony" ability and size is OK, and the AI don't design any !!
* And the transports have cargo requirement, why don't they put standard cargo bays, (now that colony components too big to fit), and instead design ILLEGAL ships ????
AI is mad !
I really want to avoid bogus ability use, it makes AI files even more cryptic ...
Perhaps the simplest solution is just to remove any cargo ability from colony module and making colony ships big enough to hold colony comp + 500 Kt cargo yo hold 1M pop.
Whaddaya think of this ?
[ May 31, 2002, 22:15: Message edited by: PDF ]
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June 1st, 2002, 12:06 AM
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General
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
the transports have cargo requirement, why don't they put standard cargo bays, (now that colony components too big to fit), and instead design ILLEGAL ships ????
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It's well known that the AI doesn't follow all of the design restrictions placed on human players.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 3rd, 2002, 10:35 PM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Please forgive me for the lack of updates. This Last week has been really hectic. Among other things, I am now a 2ndLt of Marines, as opposed to a Staff Sergeant. Not long from now, my life will get even busier. However, I do promise to keep up the work on Derek's Mod. Among the issues that currently need resolving are the image problems, the cargo problems, and the AI problems.
Well, this week seems like it won't be so busy, so I should be able to get some work done.
Derek
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June 5th, 2002, 10:33 PM
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Colonel
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Finally I have made cargoless colony comps, they seem to work OK as far as design is concerned  ... but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... 
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June 5th, 2002, 11:14 PM
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National Security Advisor
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
"but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... "
Look in settings.txt, there's an entry to make colonies start out with a certain amount of population.
Phoenix-D
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Phoenix-D
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June 6th, 2002, 06:08 PM
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First Lieutenant
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
I was using DavidG's Tech/Facility/Component Viewer, and I think I found 2 small bugs:
1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.
2) ECM III, IV, and V all come at Combat Support level 3.
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E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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June 11th, 2002, 04:24 AM
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Captain
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
So what is going on with this mod?
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June 11th, 2002, 04:29 AM
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Shrapnel Fanatic
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.
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I reccommend making the Military grade engines slightly smaller, rather than increasing thrust.
That will give you finer control over the value difference between the engine types.
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