View Full Version : Missing research centers in mod
Ed Kolis
August 20th, 2002, 09:46 PM
Strangely enough, homeworlds in my mod are starting with no research facilities! And not only that, they are starting with 220 research & intel points production even without such facilities! Before you ask, no, I didn't change the family number of Research Centers or make them unattainable tech... does anyone know what could be going on?
Phoenix-D
August 20th, 2002, 11:15 PM
Did you stick research or intel generation on something else?
Ed Kolis
August 21st, 2002, 10:40 PM
Why yes! At first I thought, "no, why would I do that?" but searching through my data files I found I added 200 research & intel point generation to Space Port III. So that explains it - it used the lowest-down facility with research points generation, instead of going by family! Guess I'll have to move the Spaceports up to the top, then...
Oh, if you're wondering what I mean by Space Port III, I expanded Spaceport and Resupply Depot facilities to 3 levels. The 1st level acts normal, the 2nd and 3rd are cheaper. In addition, they have added abilities - Space Port II stores resources & cargo, Space Port III does that and generates resources, research, & intel, Resupply Depot II stores resources, and Resupply Depot III trains ships & fleets.
<Edit: Oh, dumb me, I know why I didn't have any research centers! It was because I was starting on high tech level! http://forum.shrapnelgames.com/images/smilies/rolleyes.gif >
[ August 21, 2002, 23:08: Message edited by: Ed Kolis ]
Baron Munchausen
August 22nd, 2002, 12:47 AM
The design of a homeworld at game start is hard-coded and it will look for spaceports BEFORE any research facilities. So, moving the space port down the list won't help you in this case.
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