|
|
|
|
|
March 1st, 2005, 08:35 PM
|
Private
|
|
Join Date: Jan 2005
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pointer Mod
Urendi
I do like the technologies you've made and the tech tree itself, hopefully you won't have to make too many changes to it.
|
March 1st, 2005, 10:38 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Pointer Mod
Quote:
Urendi Maleldil said:
Yeah. I checked the families. They're fine. I even changed the old family number to a new one just in case, but that didn't work.
The only ability the Prefabs have is the Armor ability. That's the only thing I can think of that would cause the AI to put them on a design.
|
Perhaps you are falling victim to this line:
Armor Spaces Per One := 1200
The "most advanced" armor component will be used to satisfy this requirement. You can force the AI to view something else as the "most advanced" armor by adding a bunch of redundant tech reqs to it so that it requires more total tech levels than the Prefab components do. You can have 5 or 6 "Armor 1" tech reqs if necessary.
Alternatively, you could add a tech area with a bunch of levels (20 or more) specifically for this purpose. All races would start with max levels in it, and all it is for is to make the AI view what you want it to view as the "most advanced" component. Since it will always have every level of this tech area, the tech tree itself will be wholely unaffected. I have put such practices to effective use in Adamant.
|
March 2nd, 2005, 02:20 PM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Pointer Mod
That could be it. I've used the extra techs trick on other components. I'll try it on the Prefabs.
The new tech tree will be a little easier to use. It will be easier to mod the AI to and it will eliminate researching useless things before you get something you like.
ie, if you're using phasers and all of a sudden you want turbolasers you won't have to start by researhing puny little 6 damage lasers first.
|
March 2nd, 2005, 05:40 PM
|
Private
|
|
Join Date: Jan 2005
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pointer Mod
A side thought about technology...
Have you considered having the progression from cities upto orbital towers be upgradible?
It could help AI's who do build urban tech because when you get to the highest level city you must destroy the city in order to build an arcology, ect.
I'm not sure how much the tech tree would need to be changed, but I'd think that it would be easier for both people and the AI to take advantage of the tech that way.
Second question: What does the commercial shipping tech do?
|
March 2nd, 2005, 10:06 PM
|
Private
|
|
Join Date: Jan 2005
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pointer Mod
Urendi
I'm playing/testing the new mod right now and I'm curious about Shipping Office I. As I understand it, it should be improving the value(mineral, organic, radiation) of all my planets in a system by 1% per turn. It doesn't look to be working right now.
Thanks
VaultDweller
|
March 2nd, 2005, 10:20 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Pointer Mod
It might be 1% every 10 turns or so.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
March 2nd, 2005, 10:35 PM
|
Private
|
|
Join Date: Jan 2005
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pointer Mod
Hmm...That does sound about right, I'll have to double check the description for how often the improvement occurs.
EDIT: Checked the description and it does say per turn, not per year.
|
March 3rd, 2005, 12:07 AM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Pointer Mod
Those abilities only take effect once per year (10 turns), not once per turn. Do they say once per turn in the mod files?
__________________
The Ed draws near! What dost thou deaux?
|
March 3rd, 2005, 03:42 PM
|
Private
|
|
Join Date: Jan 2005
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pointer Mod
The description of the the facility states once per turn. I'm just going to run 10 turns by and check the planet values.
EDIT: Ran through the 10 turns after construction and it worked like a charm.
Thanks for letting me know that it takes 10 turns Ed and Atrocities.
|
March 3rd, 2005, 08:48 PM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Pointer Mod
I thought it was just once per turn like every other ability. I'll change the description to say "Once per year"
I am actually going to combine the families in v2.0 for a lot of things making them upgradeable. I'm combining all the reactors into one family as well as the engines. I'll do the same for the cities since Arcologies are on the high end of the Urban tech anyway and they do the same thing.
|
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
|
|
|
|
|