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December 1st, 2001, 12:14 AM
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Brigadier General
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Re: Mod questions
Thanks Geo,
you just saved me a lot of typing  .
events: sorry, can't help you there. haven't tried anything with events, except making an "experimental warpdrive" by triggering that wormhole event (or whatever it's called) on purpose. couldn't get it to work  .
edit: have you looked into Dracus event mod, yet? There are a lot of new events. I am not sure, but I think all the events do have the same "likeliness" (does that word exsist?). Maybe a minor event is more likely than a catastrophic one. Not sure.
longer, less deadly battles: good idea. You could still initiate combat a second time, though. But you would have more problems with resupply (maybe even make weapons use more supplies), so part of the enemy fleet could actually escape, bring in reinforcements, whatever.
Rollo
[ 30 November 2001: Message edited by: Rollo ]
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December 1st, 2001, 12:44 AM
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National Security Advisor
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Re: Mod questions
"longer, less deadly battles: good idea. You could still initiate combat a second time, though. But you would have more problems with resupply (maybe even make weapons use more supplies), so part of the enemy fleet could actually escape, bring in reinforcements, whatever."
Exactly. You can attack again, but each attack requires a movement point. This would also allow warp-point blockade running- survive the initial onslaught, run away from the blockaders, and use your remaining stratgeic movement to sprint away from the WP..
Phoenix-D
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Phoenix-D
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December 1st, 2001, 02:43 AM
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Brigadier General
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Re: Mod questions
Hmm, I just noticed something with the uni-colony that we use for Devnull Mod. When you play a gas race, you'll get rock colonization. Well, at least in my Version, because I put rock colo as the first requirement. Maybe I did something wrong with the fix that Geoschmo came up with a couple of days ago.
edit: But it seems to me that you don't get your specific colony type, but whatever is placed first in the requirements.
Whether or not we can fix that, Uni-colonies can still be made, if placed before the other colonization techs in the comopnents file. Only problem then, of course, that the AI won't use them  . That would be a pity, because the AI uses them good. Meaning that if you have a Colony(Rock) ship with a uni-colony, the AI will also use that to colonize Ice and Gas Worlds.
Rollo
[ 01 December 2001: Message edited by: Rollo ]
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December 1st, 2001, 05:39 AM
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Re: Mod questions
Here's the text for the Uni-colony that I have tested, and it works fine, if you put it before the other colony comps. (If you put it after then everybody gets the gas colony comp for some strange reason in a low tech start. Not the uni-comp, gas tech.) But if it's before the others it works fine.
And the Ai uses it once they have researched it. I know we had that problem before, but it seems to have disappeared. It must have been a compination of factors and not just the comp order as we thought causing the ai problems with using the uni comp.
Geo
quote: Name := Universal Colony
Description := Materials needed to start a colony orbiting a gas giant.
Pic Num := 53
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Colonizing
Family := 5004
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Gas Giant Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Rock Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Ice Planet Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas giant planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Colonize Planet - Rock
Ability 2 Descr := Can colonize a rock planet.
Ability 2 Val 1 :=
Ability 2 Val 2 :=
Ability 3 Type := Colonize Planet - Ice
Ability 3 Descr := Can colonize a ice planet.
Ability 3 Val 1 :=
Ability 3 Val 2 :=
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 20kT worth of cargo space.
Ability 4 Val 1 := 20
Ability 4 Val 2 := 0
Weapon Type := None
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December 1st, 2001, 10:45 AM
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Brigadier General
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Re: Mod questions
Thanks Geo,
I will check that out right away. It seems my assumption was correct about players getting the first requirement (rock in my case, gas in your case, universal colonization in the orignal Devnull Version, and ship construction in Phoenix case).
My uni-colony is (almost) identical to yours. Just had it placed after the the other ones, because of the problems we had earlier. Very strange that the choice of ministers to use a component might be linked somehow to the tech requirements  . I guess there is a lot more to this than we might suspect. Oh well, as long as it works, I don't really mind  .
Rollo
edit:typo
[ 01 December 2001: Message edited by: Rollo ]
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February 10th, 2002, 05:08 PM
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Colonel
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Re: Mod questions
This forum is really a great source of information.
I made a universal colony module as a racial technology for neutral empires and ran into the problem you described here.
I would probably never found the solution on my own.
Now I put the universal module at the top of the component list as you suggested and everything works fine. The AI uses the normal colony module for his home planet type and the universal module for the two other planet types.
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