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  #1  
Old December 1st, 2004, 03:19 PM
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Default Re: Pointer Mod

I'm using scale mounts, but not on the colony components. Just on the engines and supply components.

I tried cutting and pasting the default AI colony ship designs, but the AI designs nothing. Not even crappy colony ships that don't go anywhere.


[img]/threads/images/Graemlins/PointRight.gif[/img] BTW, here's the latest Version. All components are done and I even threw in a MAC gun a la Halo 2.
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File Type: zip 314605-Pointer Mod.zip (1.08 MB, 142 views)
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  #2  
Old December 1st, 2004, 03:35 PM
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Default Re: Pointer Mod

Quote:
Urendi Maleldil said:
I'm using scale mounts, but not on the colony components. Just on the engines and supply components.

I tried cutting and pasting the default AI colony ship designs, but the AI designs nothing. Not even crappy colony ships that don't go anywhere.


[img]/threads/images/Graemlins/PointRight.gif[/img] BTW, here's the latest Version. All components are done and I even threw in a MAC gun a la Halo 2.
You might want to note that "minimum speed" does not refer to speed, or standard movement points, but rather to number of engines (components with any value of standard movement points). This causes many headaches and much confusion in any sort of scaled movement system...
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  #3  
Old December 1st, 2004, 04:20 PM
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Default Re: Pointer Mod

I don't think the minimum/desired speed is the problem. I've tweaked that already. I might not've changed it back though since I pasted the default Colony Ship design in there.
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Old December 3rd, 2004, 10:27 PM
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Default Re: Pointer Mod

Okay. I'm completely baffled. The AI won't design colony ships, but will build them if I design them. I tried renaming the ship size to "Colony Ship" but that didn't work.

For some reason whenever you start a game, whichever planet type you choose, the AI always starts out with "Ice Colonization" researched instead of rock or gas or whatever.

It's really funny because even though the AI has the Ice Colony module available, it won't build Ice Colony ships. And not only are the ice planets marked as colonizable, but also the planet type you selected when you set up the game, even though you don't have that tech researched or that component available.

It's probably related to why the AI isn't building colony ships. I tried moving the colony techs to the top of the TechAreas file just like they are in the stock one, but that didn't work.

Rock Oxygen is listed in the AI Settings file.

I've tried starting the game with all three planet types.

[img]/threads/images/Graemlins/PointRight.gif[/img] BTW, here's the latest Version.
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File Type: zip 315107-Pointer Mod.zip (1.09 MB, 221 views)
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Old December 3rd, 2004, 10:37 PM
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Default Re: Pointer Mod

I found this note in the DevNull Mod:

Quote:
Revision 1.27 2001/04/25 11:32:30 devnull
-Apparently, universal colony always needs to be placed before the other colony types in components.txt or it
is used by default instead of the player's planet-type colonization. Wierd.
I put the Universal Colony module in front of everything else and the AI planet type selection is back to normal, but it still won't design Colony Ships. Weird.

HelpHelpHelpHelpHelp! One weird problem on top of another!
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Old December 4th, 2004, 12:12 AM
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Default Re: Pointer Mod

Your mod needs Savegame and Empires folders...

Universal colony modules have to come before the normal ones because SE4 assigns colony techs by adding the first tech req of the Last component with the ability corresponding to your homeworld type in the file.

This is your problem, in AI_Settings.txt:

Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 10
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 20
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0

The AI can not design ships larger than 510 kT for the first 10 turns, then it can not design ships larger than 610 kT for 10 turns (until turn 20). Raise these values, and the AI designs the ships. They have no supplies with your current setup, but that is another issue entirely.
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  #7  
Old January 18th, 2005, 11:26 PM
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Default Re: Pointer Mod

Quote:
Imperator Fyron said:
Your mod needs Savegame and Empires folders...
No it doesn't. First thing I do every time I download a mod is delete the savegame folder - I don't like saving all my PBW turns to different places depending on which mod my game happens to be using

edit: crap, I replied to a post on the FIRST page of the thread
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