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  #1  
Old July 7th, 2004, 10:15 PM

JLS JLS is offline
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Default Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!

30 into 330 = Perhaps if the Compenhanc Mount Component was raised to something higher then 30kt.
Perhaps 60 or 125kt end result mount Component and at a 3 to 25% COL Quota.


Quote:
Also to ask - are you using a Mount for your Colonizer Modules? If so then this will get tricky and you may have to compensate for any Various (Space Used Percentage Settings) that may change throughout that CompEnhancements Scale

If Vehical Tonnage was MODED high - then the Vehicle Files should be set to a percentage as it relates to that Colony Ship Hulls tonage and to that of the Colonizer type Components Space Used - and this percentage could be adjusted for your desired Quota loads
This may help

= = = = = =
REFERENCE
Example Moded Compenhancement mount

Long Name := Colony Mount
Short Name := Colony Mount
Description := Colony module used to colonize a new planet.
Code := CM
Cost Percent := 100
Tonnage Percent := 2 Raise to 50 upto 150 %
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 330
Vehicle Size Maximum := 330
Comp Family Requirement := 5001,5002,5003,5004,5005,5006,5007
Weapon Type Requirement := None
Number of Tech Req := 0
Vehicle Type := Ship

Long Name := Colony Mount
Short Name := Colony Mount
Description := Colony module used to colonize a new planet.
Code := CM
Cost Percent := 100
Tonnage Percent := 4 Raise to 100 upto 300%
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 661
Vehicle Size Maximum := 661
Comp Family Requirement := 5001,5002,5003,5004,5005,5006,5007
Weapon Type Requirement := None
Number of Tech Req := 0
Vehicle Type := Ship


Name := Colony Ship
Short Name := Colony Ship
Description :=
Code := CL
Primary Bitmap Name := ColonyShip
Alternate Bitmap Name := ColonyShip
Vehicle Type := Ship
Tonnage := XXXX
Requirement Pct Colony Mods := 50 If this is adjusted to a lower number this may be the FIX.

[ July 07, 2004, 21:56: Message edited by: JLS ]
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Old July 7th, 2004, 10:56 PM
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Fyron Fyron is offline
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Default Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!

Actually no. The fix is to remove all colony module calls from the AI design... There are no problems whatsoever in how the colony modules and mounts are set up in Adamant. 30 kT is more than the 9% required by tonnage for the Colony Ship. It is just that the AI ship designing routine hiccups when mounts are involved...

[ July 07, 2004, 21:57: Message edited by: Imperator Fyron ]
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Old July 7th, 2004, 11:34 PM

JLS JLS is offline
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Default Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!

No problems - thats all that counts

[ July 07, 2004, 23:00: Message edited by: JLS ]
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Old July 8th, 2004, 05:53 AM
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Default Re: AI modding: why does my KI put 2 colony modules on a colonizer ?!

Quote:
Originally posted by JLS:
Also to ask - are you using a Mount for your Colonizer Modules? If so then this will get tricky and you may have to compensate for any Various (Space Used Percentage Settings) that may change throughout that CompEnhancements Scale
Sorry, JLS, I've missed that part of your message. You're using bold tag so heavily, that regular text is almost invisible
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