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November 4th, 2006, 04:39 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
Thanks: 0
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Re: Balance Mod Update
Script_AI_Lists.txt(0107): Begin Function AI_Generate_Lists() ---------------------
Script_AI_Lists.txt(0114): Return TRUE
Script_AI_Lists.txt(0115): Sys_Get_Empire_Home_System()
Script_AI_Lists.txt(0115): *** Call Sys_Get_Empire_Home_System returned ERROR ***
Script_AI_Lists.txt(0115): *** "Set" returned ERROR ***
Script_AI_Lists.txt(0107): End Function AI_Generate_Lists ---------------------
Drushocka_Main_Script.txt(0080): *** Call AI_Generate_Lists returned ERROR ***
Drushocka_Main_Script.txt(0080): *** "Call" returned ERROR ***
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November 4th, 2006, 05:52 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Update
Greetings.
Use this empire files until I can find out what went wrong:
http://www.captainkwok.net/files/Empires.zip
Extract to your balance mod folder!
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November 4th, 2006, 06:05 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Update
That seems to be working.
I sent you an email about a possible ship design bug.
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November 5th, 2006, 12:53 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Update
Just an update on the situation, but I've been getting inconsistent behaviour with the script parser - sometimes I'm getting errors reported when compiling and then I'll close and restart and the errors won't exist anymore. And it's happening with both the stock files and the mod files.
Anyway the files I posted earlier were the v0.93 ones, but I'll get v0.94 back up in a little bit.
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November 5th, 2006, 09:53 AM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Update
Non-Agression pacts (standard ones) mean no colonization in each other systems by default. I'm not sure the AI checks this, or it doesn't re-evaluate after sending its ships when it makes a treaty.
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November 5th, 2006, 10:22 AM
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Private
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Join Date: Nov 2000
Posts: 29
Thanks: 0
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Re: Balance Mod Update
Possible bug in 0.94 with fighter movement/attack behaviour... ????
Hi all,
I am not sure as I do only fiddle a little bit with the game until holiday when I will hopefully get time to play.
Until then I am only trying to get a hang on the UI and some basics.
However I have now noticed with 0.94 that the fighters seem to behave VERY strangly !!!!
I only wanted to test how fighters work, possibly also point defense (as it only seems to target seekers but not fighters, but this seems to be a general bug as I read about this somewhere)
As of this I created a basic small fighter and a basic slow target (various configuratins with and without weapons), set it near the fighters (tacitcal battle) and waited.
However, all that the fighters do is RUNNING TO THE EDGE AWAY FROM THE TARF`GET. Manual attack orders are ignored. Movement I am not sure but it seem that after they reach the wapoint they run. fighter vs fighter both sides run away immediately.
Tested various strategies, but they ALWAYS run.
I am pretty sure that I tested it before with 0.92(?) and they attacked just fine.
Any ideas on this strange behaviour or what I am possibly doing wrong. Any help welcome. Maybe some instructions how to test test/set up.
BTW, a question on the Interface/display.
Would it be possible to set up the display for the colonies to show instead of varoius lines with mining, farming etc. instead only one line like 1 x mining, 2 x farming ?
This kind of display would be VERY helpful. Possibly as an optional display type.
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November 5th, 2006, 01:53 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
Thanks: 0
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Re: Balance Mod Update
Lack of supplies?
Lack of ordnance?
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November 5th, 2006, 04:38 PM
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Private
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Join Date: Nov 2000
Posts: 29
Thanks: 0
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Re: Balance Mod Update
Thanks.
That is the problem.
I am only trying out in the simulator.
As all other ships come with full
supplies and ordnance when tested, I had not noticed.
I cannot build a carrier yet and I intended to try the fighters as kind of a low cost defense force which can
be replaced fast.
How can I test them ?
They have engines and supply and ordnace storage
build into the design.
Edit.
I can build a Cargo Transport, which is ok as they now have s+o, but I should be able to test the fighters alone.
If I combine them with another attack ship they have zero s+o.
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November 5th, 2006, 04:57 PM
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Corporal
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Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod Update
Quote:
fdlu said:
Possible bug in 0.94 with fighter movement/attack behaviour... ????
Hi all,
I am not sure as I do only fiddle a little bit with the game until holiday when I will hopefully get time to play.
Until then I am only trying to get a hang on the UI and some basics.
However I have now noticed with 0.94 that the fighters seem to behave VERY strangly !!!!
I only wanted to test how fighters work, possibly also point defense (as it only seems to target seekers but not fighters, but this seems to be a general bug as I read about this somewhere)
As of this I created a basic small fighter and a basic slow target (various configuratins with and without weapons), set it near the fighters (tacitcal battle) and waited.
However, all that the fighters do is RUNNING TO THE EDGE AWAY FROM THE TARF`GET. Manual attack orders are ignored. Movement I am not sure but it seem that after they reach the wapoint they run. fighter vs fighter both sides run away immediately.
Tested various strategies, but they ALWAYS run.
I am pretty sure that I tested it before with 0.92(?) and they attacked just fine.
Any ideas on this strange behaviour or what I am possibly doing wrong. Any help welcome. Maybe some instructions how to test test/set up.
BTW, a question on the Interface/display.
Would it be possible to set up the display for the colonies to show instead of varoius lines with mining, farming etc. instead only one line like 1 x mining, 2 x farming ?
This kind of display would be VERY helpful. Possibly as an optional display type.
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You might have a treaty of non aggression... or if attacking a planet, you might have a treaty where you arnt allowed to bombard the planet.
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November 5th, 2006, 04:59 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Balance Mod Update
Was there a need to quote that entire post just for a 2 sentence reply?
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