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February 20th, 2003, 10:01 PM
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Sergeant
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Re: AST and Atmospheric processors
Quote:
Originally posted by Phoenix-D:
Yes. Unless that planet is a Gas Giant; converters can't make a None atmosphere Gas Giant.
Phoenix-D
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Hmmm....can I change a Gas Giant of any variety into a "none"?
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solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
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February 21st, 2003, 01:47 AM
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Shrapnel Fanatic
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Re: AST and Atmospheric processors
Quote:
Originally posted by solops:
quote: Originally posted by Phoenix-D:
Yes. Unless that planet is a Gas Giant; converters can't make a None atmosphere Gas Giant.
Phoenix-D
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Hmmm....can I change a Gas Giant of any variety into a "none"? No. Gas Giants can not have None atmosphere, ever.
Quote:
Originally posted by solops:
quote: Originally posted by Imperator Fyron:
Check the number of abilities lines on the ATM converter II and III, to make sure their conVersion abilities are working.
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I'm not sure what you are telling me to do. Please elucidate, slowly and in simple words. This looks like a good lead. 1) Open Explorer or My Computer (assuming you are on a Windows OS).
2) Browse to the folder in which you installed SE4.
3) Go to the AST mod folder that is in the SE4 folder.
4) Go into the Data folder in the AST mod folder.
5) Open Facilities.txt
6) Search for the facility in question.
7) Check the Number of Abilities line, and make sure it matches how many abilities are defined for the facility. This will probably need to be 1, if the only thing that the facility does is convert atmospheres. Here is a sample facility from the default game:
code:
Name := Atmospheric Modification Plant I
Description := Massive atmospheric processors which...
Facility Group := Planet Modification
Facility Family := 44
Roman Numeral := 1
Restrictions := None
Pic Num := 70
Cost Minerals := 15000
Cost Organics := 15000
Cost Radioactives := 15000
Number of Tech Req := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Planet - Change Atmosphere
Ability 1 Descr := Changes the atmosphere of the planet...
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Note how it has Number of Abilities equal to 1. Then, it has Ability 1 Type, Descr, etc. If there was an Ability 2 Type, Descr, etc., the Number of Abilities would have to be set to 2 for the second ability to function. The Number of Abilities should never exceed the number of abilities that are defined. There is no practical limit to the number of abilities you can have. Each ability must have all 4 of those lines, and must have the same number after "Ability".
Note: the descriptions of that facility have been truncated to preserve the table format of the forum page.
[ February 20, 2003, 23:54: Message edited by: Imperator Fyron ]
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February 21st, 2003, 03:26 AM
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Second Lieutenant
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Re: AST and Atmospheric processors
As far as I know, the AMP's I - III were not changed for the AST mod. I know that Atrocities added a new AMP called the Genisis to the Facilities.txt, and it seems to work just fine.
What I have noticed is that if the planet is an irradated world, ie Fyron's Q mod, they do not convert.
Send me your save game file. cncraymond@astmod.com
Thanks for the bug report. I will try and find out the cause.
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February 21st, 2003, 03:30 AM
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Second Lieutenant
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Re: AST and Atmospheric processors
I have confirmed that the AMP I - III are un-modded. I would suspect that your problem is with irradated planets.
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February 21st, 2003, 11:48 AM
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Major General
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Re: AST and Atmospheric processors
Can the system gravitaional shields that prevents stellar manip play a part in this? i e prevent all stellar/planetary changes?
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February 21st, 2003, 12:54 PM
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Shrapnel Fanatic
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Re: AST and Atmospheric processors
Quote:
Originally posted by Ruatha:
Can the system gravitaional shields that prevents stellar manip play a part in this? i e prevent all stellar/planetary changes?
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No.
Irradiated worlds should be able to be changed to a different atmosphere, but that would be a bad idea, as domed colonies on them are better than non-domed colonies. 
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February 21st, 2003, 01:26 PM
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Shrapnel Fanatic
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Re: AST and Atmospheric processors
No deal on the Irradiated worlds Fryon, CNC is correct, they can not be converted. This is the problem that is causing the AMP not to work. The AMP's do work on all other worlds. But if you can, research the SPECIAL TECHNOLOGY, and get the Genesis Facility. It Converts atomspheres in about 1 to 5 turns. Very cool.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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