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March 19th, 2006, 10:42 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Wrong starting colony tech
Put the Omni Colonny techs at the top of your file (well, at least above the regular colony techs) and you should be fine.
I think it's also a good idea to give each Omni Colony their own family number 6001-6003 for the dual ones, 6004 for the triple one.
PS: Oh, and make sure they are devided by an empty line. Not right after one another like in your posted code.
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March 19th, 2006, 10:12 PM
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Corporal
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Re: Wrong starting colony tech
Thanks for the response. All of the comps were spaced out properly in the file, I don't know what got changed in the transfer to post. I made the changes to the Omni comps, and there are no more starting tech issues. Now though, when all three colony techs are researched, there are seven available colony modules in the design screen -- not too sure how the AI is going to handle it. I was trying to have only the most advanced one be visible (the one that uses all available colony techs), but not having the initial techs being screwed up is a plus  . I'll keep trying
Any comments/suggestions are always appreciated

__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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March 19th, 2006, 10:58 PM
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Shrapnel Fanatic
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Re: Wrong starting colony tech
The AI will use the one that requires the most tech areas, then levels in the case of area tie. If omni requires 3 tech areas, it is "more advanced" component of that ability, so will always be used over dual or single tech modules.
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March 19th, 2006, 11:11 PM
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Brigadier General
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Re: Wrong starting colony tech
Quote:
Imperator Fyron said:
The AI will use the one that requires the most tech areas, then levels in the case of area tie...
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Bzzzzt! wrong
*whacks Fyron with the Shovel of Not-Listening
How many times do I have to tell you that number of tech area is irrelevant? 
It's only total tech level that counts.
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March 20th, 2006, 08:46 AM
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Corporal
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Re: Wrong starting colony tech
With a bit of treaking, it works now. Thanks Rollo and Fyron
I set up a small game with a couple of AI players to see how they work with the new component setup...pretty much me sitting on my duff hitting "End Turn" 10-15 times, and then switching the other empires over to my control to see what kind of ships they are building. With starting tech there's nothing surprising, but the designs get weird when the other colony techs start coming into play. With a couple of "research boosts" I gave the AI's the other techs to see what kind of colony modules they would use. They actually started using the dual/triple colony components, but they were making 2-3 identical ship designs -- Colony(Rock), Colony(Ice), Colony(Gas). Is this part of how the AI Design file works, or just a minor design glitch (minor, seeing as they are just duplicate designs using identical component layouts)?
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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March 20th, 2006, 08:55 AM
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Brigadier General
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Re: Wrong starting colony tech
Quote:
Xaren Hypr said:
...They actually started using the dual/triple colony components, but they were making 2-3 identical ship designs -- Colony(Rock), Colony(Ice), Colony(Gas). Is this part of how the AI Design file works, or just a minor design glitch (minor, seeing as they are just duplicate designs using identical component layouts)?
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Yes, that is way the design file works. No worries, all is well and working as intended.
*shoos bystanders away. 'Please move on, nothing to see here.'
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March 20th, 2006, 12:21 PM
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Shrapnel Fanatic
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Re: Wrong starting colony tech
The AI isn't aware that the omni colony module makes the other two designs obsolete. All it knows is that it can now legally design all 3 types of colony ships, so it will design and build them. The colonization minister should happily use any of them to colonize any type of planet, so you will get fewer wasted ships built overall.
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March 19th, 2006, 11:08 PM
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Brigadier General
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Re: Wrong starting colony tech
hmm, on second thought...:
Actually you could make them one family 6001. Give all the dual ones roman numeral I and the triple one roman numeral II. Had a logic error this morning not realizing that you'd never have 2 dual ones without having the triple one =).
And no worries, the AI will handle these things just fine.
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