Re: Problem with colonizing
SEIV tries to give each race the Last colony component in the list that has the appropriate colony ability. So, it is trying to give them your unique colony module. Since they can't use it (due to being a ruins tech), they don't get a colony tech. You have to place your new component before the other 3 colony components so that all the races will start with the right one. The problem with this is that the AI will never use the univesral colony component. To fix this, place a useless ability on it, such as Star- Unstable. Then, call for this ability in the ship design files for each AI, and then they will use the universal colony component when they discover it.
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