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May 24th, 2002, 05:20 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Ok, I promise this should be it for a while. I noticed that the heavy bombardment missle doesn't show up in the little component box, but for the main description it is there. I tested to see if they work, and they do, it's just an aeshtetic issue i guess(blank box), and one can't tell what the percentage to hit is in combat. Is there any easy way fix this?
I have downloaded all of the image mod too. Other than that my game is coming along beautifully. The AI actually has me contained, not for long though. Arrghh.
Thanks
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May 27th, 2002, 08:01 AM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Help!
I've installed the mod and run it for a while and its great but Im having some trouble with it.
It seems to be missing some images. I installed the image mod files but Im still missing a bunch.
I can't view some of the facilities descriptions/modifiers screens because it cant find the image files it needs. I looked at my pictures/facilities folder and I see the problem.
The pictures I seem to be missing are Facil_072.bmp all the way through Facil_100.bmp. I have 101 through 241, which were installed by the image mod.
These images aren't in the mod and they aren't in the image mod, so where do I get them? Someone help me out here!
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May 27th, 2002, 08:36 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
and one can't tell what the percentage to hit is in combat...
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Umm... missiles don't have a chance to hit. They either hit the target, or run out of "fuel" and die.
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May 27th, 2002, 04:41 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
This weekend is incredibly busy, but as soon as it's over, I'll look into the image problems people seem to be having.
Sorry about the lack of a quick fix!!!
Derek
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May 30th, 2002, 02:26 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Derek,
A little quirk in my games : the AI fills all his "transport" designs with Colony modules...
I suppose this is due to the fact that the Cargo cap of a Colony module is superior to a 20kT cargo...
Simple solution IMHO is to make like in Proportions a much bigger Colony Module and a bigger Colony ship so that modules don't fit in transport hulls
This thread needed a *bump* also 
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May 31st, 2002, 05:48 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
(follows my previous post)
Bug is proven, all AI transport designs use Colony modules
I tried to make the colony modules 800Kt and the colony ships 1000Kt and ARGGGL ! Now the AI does not put ANY cargo in the Transport designs (ship should not even be allowed !). I checked this for several races so it's not an issue of a particular Ai design file ...
What's the heck ? The files correctly lists "cargo" as Must Have ability 1 , so ? 
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May 31st, 2002, 09:44 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Increasing the colony module size will not help.
Similar, albeit slightly different, problem exist in Proportions with Starliner module and cargo bays. PvK solved it by assigning bogus ability to Cargo bays, for example "Star - Unstable". Then he replaced "cargo" with "star - unstable" in transport designs in AI_design.txt file. Since only cargo bays have this ability, AI build ships with cargo bays !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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