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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: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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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
Posts: 1,087
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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
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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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May 3rd, 2004, 07:57 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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Re: need help, "possible" modding bug
hey again
figured the problem out. It was indeed a double space entry just before for the first small projectile gun entry. FS
thanks for the help !
For the cargo thingy, its indeed as TNZ stated. The AI dont divide the tonnage by the cargo space to get the best cargo/tonnage component, it just takes the one with the biggest cargo space, unimportant how big it is
thanks !!
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