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  #11  
Old December 15th, 2003, 03:59 AM
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Default Re: New ancient unique techs

Because the AI is not restricted in its designs by all of the same rules that a human player is. What the AI builds is determined by its design files, and its designs can be illegal in some ways. The only reason it doesn't cheat in the unmodded game is because its files are all legal in the unmodded game. If your mod introduces new restrictions, you may need to mod the AI files if you want the AI to obey the limits.

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  #12  
Old December 15th, 2003, 07:23 AM

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Default Re: New ancient unique techs

You may need to change the weapon family picks for the weapon platform in the _AI_DesignCreation file to the new weapon’s weapon family number.
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  #13  
Old December 15th, 2003, 10:40 PM

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Default Re: New ancient unique techs

The Dark Nova 3 mod (avaliable on PBW) has a large number of new Unique techs. What I did is picked certain racial components and facilites and made them unique techs. For the most part, I used a mid-level Version of each as the unique tech. That way, anyone with the racial tech would still end up with the best Version. Some of the "key" racial items I didn't make unique techs. Like the Talisman, Temporal Ship Yard and a few others. They are intergrated into the mod, but I could create a seperate set of just the Unique techs, if you're interested. I'm not around this forum as much as I use to be. Your best bet would be to send me an email.

In a test game, I was playing a Temporal race that had Organic armour with Mass Singulary Projectors on my ships. Hard to hurt, did lots of damage, and I could build them fast!

[ December 15, 2003, 20:42: Message edited by: bearclaw ]
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