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  #1  
Old March 20th, 2006, 08:46 AM
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Xaren Hypr Xaren Hypr is offline
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Default 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)?
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Old March 20th, 2006, 08:55 AM
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Default 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)?
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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Old March 20th, 2006, 12:21 PM
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Default 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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