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December 19th, 2002, 03:36 PM
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Corporal
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Re: History.txt - Calling for names in the construction file
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homo homini lupus est
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December 19th, 2002, 04:38 PM
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Lieutenant General
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Re: History.txt - Calling for names in the construction file
Well, you can break up build queue even further by adding just one "must have" ship per entry. yes, it makes kind of impractical long stupid file but it is best I can think of.
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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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December 19th, 2002, 09:07 PM
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General
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Re: History.txt - Calling for names in the construction file
Some mods add a "universal" colony component that can colonize any planet type. Something like that could simplify the construction file a lot.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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December 21st, 2002, 12:08 PM
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Brigadier General
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Re: History.txt - Calling for names in the construction file
I noticed this bug, too. But when you have found the exact way it works please send it to MM by any means! 
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December 24th, 2002, 02:27 AM
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Corporal
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Re: History.txt - Calling for names in the construction file
Quote:
Originally posted by Rexxx:
It is my guess that - unfortunately - the AI only follows the Last (available) entry/name for a certain design type and the according must have number.
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Just for the records:
What I described above only occurs after a vehicle/unit of a certain design type is destroyed or scrapped. Because of this, calling for names for colonizers will never work because they are being "scrapped" permanently.
Before the first vehicle/unit is scrapped/destroyed calling for names works as intended and described in the history.txt (if the must have numbers are raised accordingly).
A mail to MM is on its way.
[ December 23, 2002, 12:28: Message edited by: Rexxx ]
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