|
|
|
 |

February 26th, 2001, 04:34 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
Er... the fighter types in the vehiclesize.txt files... shouldn't the heavier fleet fighters have a ship construction level along with the fighter level? It goes up to Ship Construction 8 and Fighter 2, then suddenly only Fighter 3 is required for the next fighter hull...
As for typos.. it looks nothing more than a few spacing problems so far. Unless viewing the file in Netscrape is the cause of that. I'll go through it in wordpad and see what is needed.
------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|

February 26th, 2001, 05:54 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
quote: Originally posted by Sinapus:
Er... the fighter types in the vehiclesize.txt files... shouldn't the heavier fleet fighters have a ship construction level along with the fighter level? It goes up to Ship Construction 8 and Fighter 2, then suddenly only Fighter 3 is required for the next fighter hull...
I know it might seem odd, but for me, I just figured by that time fighter tech is all that's really important, for better fighters.
I have the earliest fighters not requiring any fighter tech.
You pretty much have to research 3+ fighter tech to get your good carriers, and of course, they need ship tech too. Hmmm, I guess it probably reflects the feel I like.
You'll notice that you need to keep researching small weapons as well as the weapon specific weapon tech to get better fighter weapons too.
If you have any new cool ideas or changes, I'm game to borrow them! LOL!
Re; spacing problems? I don't seem to have any here. I've been playing with this file for 2 days now. Seems ok here.
Nighters
|

March 2nd, 2001, 04:55 PM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
Did you modify the design.txt files for the computer races when you made that vehicle.txt file? I ran a test game with the design manager on and it won't design any attack ship smaller than a destroyer, defense ship or transport designs. It seems to take 'minimum speed' as number of engines, and since the hulls below destroyer on that vehiclesize file you provided have less than 4 engines it won't design them.
Similar thing for fighters. The two-engine fighter hulls in it won't get designed by the AI because it's minimum speed is 6 or so.
Worse, unless I did something wrong those minimums are hard-coded. I changed the minimum speed for the attack ships on the race I was using down to 2 and started a new game and let the design minister work a few turns. Still no attack ship designs using that hull.
Ah well. Back to the drawing board, I guess.
------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|

March 2nd, 2001, 11:22 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
Hmm, I did reduce min speed to 1 and set max to 10 in my 1.19 files. I forgot to do that since putting 1.27. Mainly did this because of the big ship speeds.
You know, I haven't noticed the fighter thing. I, once upon a time, had planetary fighters, {launch from planet only}, but I think the AI would load them on carriers and then not know what to do with them. So I removed them. I tried to use troops to board too. Nada. So many things I wish the darn thing would do.
AS to your other questions, I was able to play a few days Last week and week end,  , with 1.27. Since then have not had any time.
I will check some more this week end Sinapus. I was going to clean out everything and just run the Modpack 1.60 and make some minor PD changes in line with GE's work.
I haven't messed with the AI files much. I generally try to Mod around them since I don't understand them that well nor feel I have the time to get into them right now.
Our problem would be solved if we can get some of them non-working abilities working.
Sorry this didn't help ya. If you find a solution I would love to know about it.
|

March 2nd, 2001, 11:35 PM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
I guess I'll try altering the files on the race I tend to use and test it out, using ctrl-money to speed through research here and there. Maybe I didn't reload the game or something like that.
I don't particularly mind altering AI files, since I've been doing that to the research files for awhile and I added a change to the facility construction files. (They didn't have the entry to build atmosphere converters and such)
Just hoping to keep from breaking things too much.
------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|

March 3rd, 2001, 02:27 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
I just checked my ongoing game, 1.27, yup no fighters for the bad guys. You were right.
I changed the min fighter speed to 1 in the Abbidon Designcreation file and then started them as a computer player in a new high tech game. They had a large fighter design this time.
I trashed my 1.19 files a week ago so I will have to re-edit everything again.{groan} I think I will set all the ship speeds to Min 1 and Max 12 this time and the fighter to 1 and 20.
Oh yeah, one other thing I noticed, you need to set the min tonnage on mines to 5 as the small mines are that size.
I believe this should be OK or at least get the fighters for the AI.
If you have any suggestions, let me know.
I am always a bit shy about changing the AI scripts.
Sorry for wasting any of your time.
[This message has been edited by Tenryu (edited 03 March 2001).]
|

March 3rd, 2001, 02:49 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Engines per move follies...
It seems like the upper limit is six drives as well, no matter what you set the desired speed to. I changed the max engines for fighters to something higher than four and it started designing ships after that point.
I guess I'll have to modify things a bit further.
You didn't waste my time. I just need to modify the files a bit and maybe email MM and ask them what's up with this or something.
I hadn't thought of adding supplies to the hull as a method of getting more supplies for bigger ships.
------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
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
|
|
|
|
|