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July 21st, 2006, 03:22 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
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Re: Carrier Battles Mod
Not with just AT's races, but some of the others too.
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July 21st, 2006, 08:18 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
Well, can you guys be more specific about what it is complaining about?
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July 22nd, 2006, 01:12 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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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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July 22nd, 2006, 03:03 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Carrier Battles Mod
Hopefully this bug will soon be fixed. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 22nd, 2006, 08:43 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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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July 23rd, 2006, 03:05 AM
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Lieutenant Colonel
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Join Date: Feb 2001
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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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July 23rd, 2006, 11:19 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
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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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July 23rd, 2006, 11:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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"
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July 22nd, 2006, 10:04 AM
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Captain
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Join Date: Jun 2002
Location: Texas, yall
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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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July 22nd, 2006, 10:39 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Carrier Battles Mod
I believe seeker-targetting weapons only work in strategic combat.
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