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July 22nd, 2006, 03:03 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: Carrier Battles Mod
Hopefully this bug will soon be fixed. 
__________________
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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July 22nd, 2006, 08:43 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Carrier Battles Mod
Easy enough, now.
All you've gotta do is delete the solid shield research call in Atro's AIs.
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July 23rd, 2006, 03:05 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
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Re: Carrier Battles Mod
Here's another bug from Atro's files.
AI General Settings Errors
*Unknown value "Hardy Industrialists" for Race Opt 1 Adv Trait 4 in record "Alliance to restore the Republic"
*Unknown value "Hardy Industrialists" for Race Opt 2 Adv Trait 4 in record "Alliance to restore the Republic"
*Unknown value "Hardy Industrialists" for Race Opt 3 Adv Trait 4 in record "Alliance to restore the Republic"
*Unknown value "Warriors" for "Galactic Empire"
Quote:
Suicide Junkie said:
Easy enough, now.
All you've gotta do is delete the solid shield research call in Atro's AIs.
See attachment for update to the CB1.6+Atro files
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July 23rd, 2006, 11:19 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
Played CB for the first time over the last few days. To avoid the errors that dumbluck and others mention you have to delete the AI files in \pictures\races. There is also a bug in the Troop Logo component. It has 0 structure and the AI WILL design a troop that has Troop Logo, Laser Rifle, Laser Rifle, Laser Pistol. Since all of these components have 0 structure the AI can build a Troop with 0 hit points. Naturally when this troop gets used you get DIVIDE BY ZERO errors and the game crashes. Edit Components to give Troop Logo 50 structure as a work around.
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July 23rd, 2006, 11:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Carrier Battles Mod
Odd, I was sure I'd fixed the rebels already.
See attachment for update to the CB1.6+Atro files
SCJazz:
You should have realized that was the wrong way to do it when the AIs started making illegal designs instead of just making an empire that was missing a non-critical racial trait.
The fix is simply to change the "Hardy Industrialists" call in AI_General to "Natural Builders"
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July 23rd, 2006, 11:32 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
Just call me impatient! Wasn't sure what was hosing it up easier to just blow the whole thing away and force Neutral. By the way...
OMIGOD U R FRICKIN AWESOME!!! 6 years of playing and this CB thing is GREAT! Totally different. Challenging. At times seriously ticking me off. I'm on turn 114 of a 7 player slugfest and at work now and all I can think of is getting back to the game!
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July 23rd, 2006, 11:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Carrier Battles Mod
Thanks
Are you playing against coworkers? That would be sweet, just try not to glass your boss' homeworld 
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July 23rd, 2006, 11:56 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
I wish I were playing. I'm monitoring Pfizer's Global Data Centers right now. Which on a Sunday means I'm waiting for something to break and otherwise I'm bored and reading forums. Only 8 hours left until I can start playing again.
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