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  #1  
Old February 4th, 2003, 01:10 AM

Phoenix-D Phoenix-D is offline
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Default Re: Wanted: Alpha testers for the AoW mod.

The problem is that the game doesn't recognize that Medbay 1 is practically the same as Medbay 2. Even when they both have the "limit one per ship" tag, the game reads this to mean that it can only have one Medbay 1 AND only one Medbay 2 AND only one Medbay 3, etc etc etc. To my knowledge, this hasn't been fixed recently."

This isn't a bug. If they aren't in the same family, they aren't considered the same type.

You can fix this my making them the same family. This will force the one-per-ship restriction to work. Then all you have to do to make them show up normally is put another component between the med bays (make sure its something that will be discovered before the med bays are).

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Old February 4th, 2003, 12:23 PM

dumbluck dumbluck is offline
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Default Re: Wanted: Alpha testers for the AoW mod.

Quote:
Originally posted by Phoenix-D:
...Then all you have to do to make them show up normally is put another component between the med bays (make sure its something that will be discovered before the med bays are).

Phoenix-D
You lost me on this part. So, if Medbays all have the same family # (I thought that they did by default), then the "only one per ship" tag will work? I thought that the family number would only affect the "show only latest" feature.

But what is this about a different component? So, if I make the tech levels like this:

Med tech 1: sick bay
med tech 2: Medbay 1
med tech 3: Medbay 2
med tech 4: Medbay 3
etc.
etc.
etc.

then that will make the only latest tag work??? I don't see why sticking the sickbay at the start of the tree would make a difference.

Edit: duh. You meant like this:

Medtech 1: Medbay 1
Medtech 2: sickbay 1
Medtech 3: Medbay 2
Medtech 4: Sickbay 2
etc.
etc.
etc.

I honestly still don't see how this would make a diffenence, though. All I've got now are 2 components that the player can place multiple tech levels of on his ships, instead of just 1.

Maybe I'm just not smart enough for all this modding stuff.

[ February 04, 2003, 10:26: Message edited by: dumbluck ]
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Old February 4th, 2003, 11:09 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL: AoW v0.81. - 'Test 0004' 184

Game Date: 2407.0

I have noticed that recouces are really tough to come by. Until this turn I have been building with 'lack of resources'; the past 40 turns. If the 'AI' was active I would have already bought it.

Star Date: 2409.0

Resourse Production Per Turn

From Colonies: min:38710 org:22245 rad: 19424
Maintenance : 5382 1027 1190
Const Q Usage: 24025 10855 11680
____________________________________
Total : 29407 11882 12870

Net Resourses: +10270 +10477 + 6667

Current Total: 170,000 50,000 41,717

Report on the game 'Test 0003 184' Later today or tomorrow.

mlmbd
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Old February 5th, 2003, 12:17 AM

Phoenix-D Phoenix-D is offline
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Default Re: Wanted: Alpha testers for the AoW mod.

dumbluck: When SE4 is sorting and deciding which components are related, nothing matters except the family number.

Medtech 1: Medbay 1
Medtech 2: sickbay 1
Medtech 3: Medbay 2
Medtech 4: Sickbay 2

It doesn't matter where they are in the tech tree, only in the components file.

Ah, heck, I'll just download the most recent Version you posted and show you.

EDIT: umm..they are all the same family right now. So putting a one per vehicle tag on them all means you can only put one- of any type- on the ship. Works fine. I have a components.txt file to show you what I mean, but my ISP won't upload..

Phoenix-D

[ February 04, 2003, 23:00: Message edited by: Phoenix-D ]
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Old February 6th, 2003, 02:02 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

P-D: Really? I could have sworn it didn't work that way... Cool. Goodbye, sickbay...

mumbles:
Quote:
Game Date: 2407.0

I have noticed that recouces are really tough to come by. Until this turn I have been building with 'lack of resources'; the past 40 turns.
Like I said before, I was afraid I might have got a little overzealous with the resource extraction modifications....

[ February 05, 2003, 12:04: Message edited by: dumbluck ]
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Old February 5th, 2003, 03:38 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL,
Quote:
Like I said before, I was afraid I might have got a little overzealous with the resource extraction modifications....
Perhaps at the beginning. But some where (I will keep close track with this Test game) it get balanced. Then reverts back. All of this with 'Test 0004' I will be more mindful of.

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Old February 5th, 2003, 04:09 PM

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Default Re: Wanted: Alpha testers for the AoW mod.

That's easy to fix! I'll just have to decrease the difference per level of the resource extractors (I figured them by subtracting from the default maximum levels) while at the same time, increasing the research costs. That way the lower levels yield more resources, but the higher levels take longer to research.

Also, I've already retooled the facility costs. Now level two Miners cost more than level 1 miners, all the way up the tech tree. So that will help a lot, too. (level 9 is considerably more expensive than level 1!)

Now I just have to extend those facility cost modifications to all the other facilities...

edit: My keyboard can't spell!

[ February 05, 2003, 14:12: Message edited by: dumbluck ]
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