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December 22nd, 2000, 03:38 AM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Stellar Manipulation Mods
Sorry to report, but I found a problem with my mod. When I changed the default_AI_research.txt file, I didn't realize I had to change all of the other "races"AI_research.txt file. I apologize for the inconvenience, but I will fix the problem as soon as possible. If anyone else finds bugs, please let me know. Once again, sorry.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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December 22nd, 2000, 04:09 AM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Stellar Manipulation Mods
Here is the fix. All I did was add Stellar Manipulation back into the techarea.txt file. There are not any components linked to the Stellar Manipulation tech area, as far as I know, but this will prevent any Messages generated by the AI not being able to find Stellar Manipulation in the _AI_research.txt file. Eventually, I will fix all the AI files so that they can have the same stellar manipulation abilities as human players. Once again, I apologize for not finding this sooner.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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December 22nd, 2000, 04:48 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Stellar Manipulation Mods
Thanks.  This is great to have. Perhaps you should send it to MM so they can incorperate it into the next patch.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 22nd, 2000, 05:33 AM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Stellar Manipulation Mods
I took your advice and sent it to MM. It still needs tweeking, but there are a lot of people out there that know a lot more about this game than me. I just wanted to get the ball rolling.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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December 23rd, 2000, 05:26 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Stellar Manipulation Mods
There's a "Stop Star Destroyer" ability in the game, but it's not included in the System Gravitational Shield facility. Depending on your sense of good balance, you might want to add this ability to that facility as I did, or create 1 facility of each of the three System Stellar Manipulations preventing abilities. The Planetary Gravitational Shield stops planet destroyers, of course.
[This message has been edited by Baron Munchausen (edited 23 December 2000).]
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December 23rd, 2000, 05:29 AM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Stellar Manipulation Mods
I had no idea! I am still quite new to SE IV and mods, if you have any suggestions that would be great. How about "stop warp point?" Is that possible? Anyway, thank you for the info.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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