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Old January 18th, 2004, 11:01 AM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
Thx Rollo. Is there any way though to have 'attack ships' that are above 1499 kt though? I've got the designcreations txt file set for 5000 kt attack ships but the only ones that get built are the attack bases. The ships seem to stop at the lowest kt below baseship size (my 1200 kt superdreadnoughts) and anything bigger must be an attack base, this even happens with AI's that don't even have attack bases in their txt files. Is this hardcoded?
yes, it is possible and I have a hunch why it isn't working for you.
What is the 'Minimum Speed :=' for the big attack ships in the design file?
And what is the 'Requirement Max Engines :=' for the Baseship hulls?

If the minimum speed is greater than the number of allowed engines, the hull cannot be selected by the AI, since it doesn't fullfil the minimum speed requirement.
Lower the 'Minimum Speed :=' for designs 1500kT - 5000kT and it should work.
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Old January 19th, 2004, 12:09 AM
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Default Re: Yet More NON-Newbie Questions ;)

Rollo, you are a godsend

Will do as you say and see what happens. (something so simple yet so frusturating, don't know what I'd do without you guys. )
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Old January 19th, 2004, 03:10 PM
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Default Re: Yet More NON-Newbie Questions ;)

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Originally posted by Baron Munchausen:
...The automatic routine that checks for movement of PDC targets doesn't work very well with units. Is this surprising? The targets of PDC are units. Units checking on units is recursion and all sorts of confusing things can happen.

...
But PDC works just fine on satellites - another units, then why not with fighters ?
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Old January 19th, 2004, 08:53 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Yet More NON-Newbie Questions ;)

Satellites don't move -- they sit there and other units move around them. It could also be that special code is present to handle satellites since he expected people to put PDC in them, but not for fighters because he didn't expect people to put PDC in them.
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Old January 25th, 2004, 05:36 PM
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Default Re: Yet More NON-Newbie Questions ;)

ok, now for a few facility questions...do negative numbers work for facilities (ie, happiness, resources, % increase in resources for planet or system etc).

I'd like to make forced labour camps/slave camps that either decrease happiness or 'eat' organics.
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Old January 25th, 2004, 06:47 PM
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Default Re: Yet More NON-Newbie Questions ;)

I just ran across this thread and skimmed through it so forgive me if I repeat someone. The question that I am addressing is special damage for drones. In my mod I needed to simulate radiation damage to a planet using a drone as the delivery vehicle. To do this I gave the warhead on the drone the plague level # feature and it works just fine. Is this what you meant by special damage? I see that others say it does not work, however IF (stress on if) this is what you meant I can assure you that even after multiple test there is no problems and it can be done.
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Old January 25th, 2004, 06:56 PM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
Originally posted by Deathstalker:
ok, now for a few facility questions...do negative numbers work for facilities (ie, happiness, resources, % increase in resources for planet or system etc).

I'd like to make forced labour camps/slave camps that either decrease happiness or 'eat' organics.
I do not know about negative percent increases. But, a negative resource production does work. Negative system happiness ability does not work. Negative planet happiness ability does work. However, if there is any other happiness ability affecting it that is positive, the negative gets ignored. Unlike all other abilities, the system and planet happiness abilities are treated as the same, and only the best gets used. So, if your slave camp has -10 to planet happiness and you build a UPC I with +1 to system happiness, the planet ends up with a net +1 to happiness per turn, with the slave camp being totally ignored.
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