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  #1  
Old December 3rd, 2004, 10:27 PM
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Default Re: Pointer Mod

Okay. I'm completely baffled. The AI won't design colony ships, but will build them if I design them. I tried renaming the ship size to "Colony Ship" but that didn't work.

For some reason whenever you start a game, whichever planet type you choose, the AI always starts out with "Ice Colonization" researched instead of rock or gas or whatever.

It's really funny because even though the AI has the Ice Colony module available, it won't build Ice Colony ships. And not only are the ice planets marked as colonizable, but also the planet type you selected when you set up the game, even though you don't have that tech researched or that component available.

It's probably related to why the AI isn't building colony ships. I tried moving the colony techs to the top of the TechAreas file just like they are in the stock one, but that didn't work.

Rock Oxygen is listed in the AI Settings file.

I've tried starting the game with all three planet types.

[img]/threads/images/Graemlins/PointRight.gif[/img] BTW, here's the latest Version.
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File Type: zip 315107-Pointer Mod.zip (1.09 MB, 222 views)
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  #2  
Old December 3rd, 2004, 10:37 PM
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Default Re: Pointer Mod

I found this note in the DevNull Mod:

Quote:
Revision 1.27 2001/04/25 11:32:30 devnull
-Apparently, universal colony always needs to be placed before the other colony types in components.txt or it
is used by default instead of the player's planet-type colonization. Wierd.
I put the Universal Colony module in front of everything else and the AI planet type selection is back to normal, but it still won't design Colony Ships. Weird.

HelpHelpHelpHelpHelp! One weird problem on top of another!
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Old December 4th, 2004, 12:12 AM
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Default Re: Pointer Mod

Your mod needs Savegame and Empires folders...

Universal colony modules have to come before the normal ones because SE4 assigns colony techs by adding the first tech req of the Last component with the ability corresponding to your homeworld type in the file.

This is your problem, in AI_Settings.txt:

Max Ship Size Tonnage From Start 1 Amount := 510
Max Ship Size Tonnage From Start 1 Num Turns := 10
Max Ship Size Tonnage From Start 2 Amount := 610
Max Ship Size Tonnage From Start 2 Num Turns := 20
Max Ship Size Tonnage From Start 3 Amount := 0
Max Ship Size Tonnage From Start 3 Num Turns := 0

The AI can not design ships larger than 510 kT for the first 10 turns, then it can not design ships larger than 610 kT for 10 turns (until turn 20). Raise these values, and the AI designs the ships. They have no supplies with your current setup, but that is another issue entirely.
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Old January 18th, 2005, 11:26 PM
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Default Re: Pointer Mod

Quote:
Imperator Fyron said:
Your mod needs Savegame and Empires folders...
No it doesn't. First thing I do every time I download a mod is delete the savegame folder - I don't like saving all my PBW turns to different places depending on which mod my game happens to be using

edit: crap, I replied to a post on the FIRST page of the thread
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Old January 19th, 2005, 01:26 AM
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Default Re: Pointer Mod

Quote:
Ed Kolis said:
Quote:
Imperator Fyron said:
Your mod needs Savegame and Empires folders...
No it doesn't. First thing I do every time I download a mod is delete the savegame folder - I don't like saving all my PBW turns to different places depending on which mod my game happens to be using

edit: crap, I replied to a post on the FIRST page of the thread
Indeed you did. Didn't we already talk about this anyways? Just because you are weird doesn't mean the mod doesn't need Savegame and Empires folders.

edit: I am certain that was some horrible butchery of the English language I just performed there... oh well.
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  #6  
Old January 19th, 2005, 07:04 PM
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Default Re: Pointer Mod

How about I make a special release of the Pointer Mod without the save game folder and call it "The Pointer Mod: Ed Kolis's Special Edition?"

Meanwhile, if you want in on the PBW game I need to know what ship set you'll be using so I can create a directory for it in Pictures\Races.
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Old January 19th, 2005, 07:51 PM
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Default Re: Pointer Mod



No, you don't need to create a directory for it in Pictures\Races - I can just delete that too and the stock directory with my whole shipset collection will be used

Unless some players are planning on missing their turns and want a special AI running on PBW???
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