|
|
|
 |

March 17th, 2002, 12:10 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Colony ships, for sale cheap!
That is used to call for special components in the ship design. You give a component an ability, like "Star- Unstable" and then require it in the ship design. It's usually used if there are multiple varieties of a component type available, and you want the ship to use some of each type.
|

March 17th, 2002, 12:32 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Colony ships, for sale cheap!
Yes, that's what it's there for. Otherwise, the AI will say "wow, look at those colony modules, they allow 1000kT of storage! I should put those on all my cargo transports! ... oh, they don't fit, so I'll wait (forever) for a ship that can use those." Etc.
PvK
|

March 17th, 2002, 02:35 AM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Colony ships, for sale cheap!
quote: The AI_Construction_Facilities does have entries for homeworlds. However it's not looking for specific facilitiy names, but abilities.
Might that be intended for rebuilding after a homeworld is damaged from an attack?
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

March 17th, 2002, 03:04 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Colony ships, for sale cheap!
Yes, CapnQ, it would do that, but I'm pretty sure it also determines, to some extent, what gets built as the game is being set up.
PvK
|

March 17th, 2002, 03:06 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Colony ships, for sale cheap!
quote: Originally posted by Rlaney:
Very odd. City happines modifiers set to 5 creates unhappiness. Set to -5 creates happiness. I thought someone tried and negative modifiers didn't work for that. The question is in gold the urban pacification center is set to 1. Will that cause unhappiness or not? They use the same ability so... Maybe we better tell MM about this one.
Are you sure the unhappiness was not caused by other circumstances?
I ran a test with UPC's set to +300, and it made everything jubilant immediately. I then set it to -300, and it had no effect (remained jubilant). So, this wasn't a very exhaustive test, but I assume that negative values have no effect, and positive values work, until someone takes the time to do a detailed study.
PvK
|

March 17th, 2002, 03:08 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Colony ships, for sale cheap!
No, it does not alter what facilities are built on each homeworld at game start-up. That is hard-coded, and you can't change it.
|

March 17th, 2002, 09:19 AM
|
Private
|
|
Join Date: Jan 2002
Location: Kansas
Posts: 44
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Colony ships, for sale cheap!
Yeah I'm sure on the negative happiness. I checked it negative and positive and the effects were definately backwards. Started new game and just ran a few turns with the homeworld start it gave me. Nothing else could have caused it. as far as the star-unstable thing... It may have been that after I changed it and loaded up my save they finished some cargo ships finally. Like I said, I know squat about moddin the ai.
How is the ai in 1.5 btw? Seem to be working good?
[ 17 March 2002: Message edited by: Rlaney ]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|