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  #1  
Old July 21st, 2006, 03:22 AM
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Default Re: Carrier Battles Mod

Not with just AT's races, but some of the others too.
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  #2  
Old July 21st, 2006, 08:18 AM
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Default Re: Carrier Battles Mod

Well, can you guys be more specific about what it is complaining about?
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  #3  
Old July 22nd, 2006, 01:12 AM

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Default Re: Carrier Battles Mod

During the turn execution, I get this error message twice, each time I run a turn. I have gotten this message since turn one of a low starting tech game. I am running the most recent version (with Atrocities races added into the download)

===Quote===

Error in AI Research (gives file location)

*Unknown value "Solid Shields" for Tech Area Name in record "Solid Shields"

===Quote===

There are 10 neutrals and the following Empires in this game (I don't know who the offenders are, but I doubt that they are the neutrals)
EEE
Phong
Terran
Executive Collegium
Caspian Empire
Space Vikings
Norak Continuum
Drushoka Empire
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  #4  
Old July 22nd, 2006, 03:03 AM
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Default Re: Carrier Battles Mod

Hopefully this bug will soon be fixed.
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  #5  
Old July 22nd, 2006, 08:43 AM
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Default Re: Carrier Battles Mod

Easy enough, now.
All you've gotta do is delete the solid shield research call in Atro's AIs.
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  #6  
Old July 23rd, 2006, 03:05 AM

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Default Re: Carrier Battles Mod

Here's another bug from Atro's files.

AI General Settings Errors
*Unknown value "Hardy Industrialists" for Race Opt 1 Adv Trait 4 in record "Alliance to restore the Republic"
*Unknown value "Hardy Industrialists" for Race Opt 2 Adv Trait 4 in record "Alliance to restore the Republic"
*Unknown value "Hardy Industrialists" for Race Opt 3 Adv Trait 4 in record "Alliance to restore the Republic"
*Unknown value "Warriors" for "Galactic Empire"
Quote:
Suicide Junkie said:
Easy enough, now.
All you've gotta do is delete the solid shield research call in Atro's AIs.

See attachment for update to the CB1.6+Atro files
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  #7  
Old July 23rd, 2006, 11:19 AM

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Default Re: Carrier Battles Mod

Played CB for the first time over the last few days. To avoid the errors that dumbluck and others mention you have to delete the AI files in \pictures\races. There is also a bug in the Troop Logo component. It has 0 structure and the AI WILL design a troop that has Troop Logo, Laser Rifle, Laser Rifle, Laser Pistol. Since all of these components have 0 structure the AI can build a Troop with 0 hit points. Naturally when this troop gets used you get DIVIDE BY ZERO errors and the game crashes. Edit Components to give Troop Logo 50 structure as a work around.
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  #8  
Old July 23rd, 2006, 11:21 AM
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Default Re: Carrier Battles Mod

Odd, I was sure I'd fixed the rebels already.

See attachment for update to the CB1.6+Atro files

SCJazz:
You should have realized that was the wrong way to do it when the AIs started making illegal designs instead of just making an empire that was missing a non-critical racial trait.

The fix is simply to change the "Hardy Industrialists" call in AI_General to "Natural Builders"
Attached Files
File Type: zip 435757-CarrierBattles1.6.zip (8.51 MB, 235 views)
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  #9  
Old July 22nd, 2006, 10:04 AM

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Default Re: Carrier Battles Mod

How do the kenetic missiles work? I have a ship with two sets of light kenetic missiles, one internal and one external rack. I also have gun crews on these ships. However, I can't target enemy missiles. It appears that i have enough supply as well.

Also, can I not shoot down missiles with guns?
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  #10  
Old July 22nd, 2006, 10:39 AM
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Default Re: Carrier Battles Mod

I believe seeker-targetting weapons only work in strategic combat.
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