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  #1  
Old July 23rd, 2002, 01:47 AM

Eclipsetech Eclipsetech is offline
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Default Vehicle size question

I know this is probably answered someplace on the board but I have failed to find it. Every time I try to edit the vehiclesize text file the computer will not use the ships I created. I changed the engines to be kida like the proportions mod and I thought I changed what I needed to in the ai files but the computeer will not use the modified hulls at all!! Any idea what I'm missing?
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  #2  
Old July 23rd, 2002, 02:05 AM
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Default Re: Vehicle size question

Easiest way to check it is for you to post the files.
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  #3  
Old July 23rd, 2002, 02:15 AM

Eclipsetech Eclipsetech is offline
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Default Re: Vehicle size question

heres a sample

Name := Escort
Short Name := Escort
Description :=
Code := ES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 150
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 40% harder to hit in combat.
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

thats the original

Engines Per Move := 3
Requirement Max Engines := 2

those are the changes. Identical to proportions mod, and using proportions mod ai files but the comp will NEVER use that design. I started with tech maxed and that as the only hull size and it still refuses to build anything.
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Old July 23rd, 2002, 02:22 AM
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Gandalph Gandalph is offline
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Default Re: Vehicle size question

Does the AI design the ship? Is the ship called for in the AI_construction_vehicles.txt file? Is the AI set to not build x size for x turns?

EDIT - Just noticed you have 3 engines per move but only allow 2 engines on the ship, that could be the problem. If it takes 3 engines for 1 move, you have to allow 3 engines minimum in the design.

[ July 23, 2002, 01:24: Message edited by: Gandalph ]
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Old July 23rd, 2002, 02:30 AM

Eclipsetech Eclipsetech is offline
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Default Re: Vehicle size question

It has to be in the ai files somewhere but damned if I can find it. The 3 - 2 thing is right. A nuclear engine I generates 6 movement points. 2 engines max = 12 movement points. 3 engines per move is actually points per move so 12/3 = 4 space movement. Its a slight variation of proportions mod. I may have to start over from proportions mod as a base and make one change at a time till i figure out the problem.
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  #6  
Old July 23rd, 2002, 02:32 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Vehicle size question

Close, Gandalph, but no cigar.

When you get the max engines to 2 you created a contradiction with the default MINIMUM engines in all the design creation files. You'll now have to edit every design to use only TWO minimum for engines or the ships will never be built.

But then, you'll never have ships built by the AI with MORE THAN TWO ENGINES. See the Design Creation files for Proportions for a way around this. A seperate design for EACH size class. That's what we're stuck with right now...

[ July 23, 2002, 01:33: Message edited by: Baron Munchausen ]
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Old July 23rd, 2002, 03:50 AM

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Default Re: Vehicle size question

If I understand correctly Baron you will never have an "Escort" with more than two engines, which is correct. The other ship sizes in vehiclesize.txt all have their own minimums and maximums. The ai design files I was using are all the files from proportions mod. Originally all I did was edit some proportions stuff but now I'm trying to clean up my data files and get out what I don't need anymore. Apparently I got something wrong when I redid it all. Right now I have 3 installations on my hard drive, original, proportions, and my own edits. Just trying to clean up a bit.
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  #8  
Old July 23rd, 2002, 04:02 AM

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Default Re: Vehicle size question

Well, whatever it was I solved the problem. I reinstalled the game, then proportions over it, then my edits on top of that and it all seems to work correctly now. As long as the end result is correct then the hell with the means.
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  #9  
Old July 23rd, 2002, 06:07 AM
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Default Re: Vehicle size question

It is better to use mod folders than to make a lot of installs of SE4. And don't mess with the default files; always work in the mod folders.
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  #10  
Old July 23rd, 2002, 06:14 AM

Eclipsetech Eclipsetech is offline
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Default Re: Vehicle size question

Of course... you're always supposed to back up your originals. just like you should save often.... Like I'm the ONLY guy here who ever had to redo the Last 2 hours of work cause he blew off saving for "just a little longer" or till "after this turn". lol

Seriously though, has anyone ever figured out the palace thing or at least how to make something exist on a homeworld but be a non-buildable item elsewhere?
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