.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 3rd, 2002, 05:01 AM

Emperor's Child Emperor's Child is offline
Sergeant
 
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor's Child is on a distinguished road
Default Colonization Minister on Strike

In my playtesting of my new race, I've noticed that the colonization minister appears not to be doing anything with newly created colony ships when I've checked my new empire's status. When I took control of the empire, all the AI settings were on but still this minister didn't move the colony ships to sutibable planets. What's going on? Does the AI hunker down with colony ships for a while in the early game?
__________________
Emperor's Child
Reply With Quote
  #2  
Old March 3rd, 2002, 06:05 PM
TerranC's Avatar

TerranC TerranC is offline
Brigadier General
 
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
TerranC is on a distinguished road
Default Re: Colonization Minister on Strike

Did you turn the Colonization minister on for the ships?

Or are you talking about just "suitable planets" like planets resembling your homeworld?

For the latter, you are going to have to do that yourself, as the CM seems to colonize worlds that have high value counts.
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au

Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.

Reply With Quote
  #3  
Old March 3rd, 2002, 09:13 PM

Emperor's Child Emperor's Child is offline
Sergeant
 
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor's Child is on a distinguished road
Default Re: Colonization Minister on Strike

Aha! I shot myself in the foot on this one. I was playing around with a component option that would allow you to increase the damage resistance of "other" components, increasing the wieght by 50% and gaining an additional 100% of damage resistance. I discovered that all the AI ships were taking this component option for all their bridges, engines, cargo bays, etc, and eliminating enough room to place a colony module on the colony ships. Go figure, I thought that the "must have" thing meant that they must have it... but I guess this is something that was not accounted for in the code. Anyhow, once that component was taken out everybody is performing normally.

[ 03 March 2002: Message edited by: Emperor's Child ]

__________________
Emperor's Child
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:13 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.