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March 19th, 2005, 01:27 PM
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General
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Re: Space Food Empires!
I'm absolutely useless with AI files, but could your problem have something to do with having the "Minimum Speed" and "Desired Speed" set both to 0?? Just a shot in the dark, and probably won't help, but you never know.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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March 19th, 2005, 02:22 PM
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National Security Advisor
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Re: Space Food Empires!
Quote:
Renegade 13 said:
I'm absolutely useless with AI files, but could your problem have something to do with having the "Minimum Speed" and "Desired Speed" set both to 0?? Just a shot in the dark, and probably won't help, but you never know.
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I don't think so. I've tried fiddling with the speed settings and it didn't work either. Plus, the attack ship design is done the same way and has no problem. To the best of my knowledge it's related to my colonization components.
Interestingly, the Star Trek Mod uses almost the exact same colony scheme and it does design colony ships.
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March 19th, 2005, 03:02 PM
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Major General
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Join Date: Jan 2004
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Re: Space Food Empires!
Here are my suggestion, from own experience: Is the colonyship hull really 500 kT big ? If it is, can a rock colony component be packed on it, size-wise ? If so, then im almost 100% sure its a problem with your racial traits and empire setup.
If you are using the system which is used within the STM Mod, then you are most probably having 9 unique colonization tech areas (3 for each native). Be sure you have assigned the right colonymodules to the right tech families and the right racial traits for them in the empire setup. If you didnt, then the AI is not able of designing a colship at all, since the component is not available. My suggestion to test this is, make a new game, run turn one, switch over to the AI empires and design a ship, that way you will see if the AI has access to the RIGHT module at all. I know its confusing, but when using this quite unique system of colonization traits/technologies, things can easily get weird and confusing. Hopefully you understood my at all.
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March 19th, 2005, 03:21 PM
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National Security Advisor
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Re: Space Food Empires!
Been there, done that.
All colony modules are properly configured and displayed, and match their corresponding racial traits. All proper colony techs are displayed for each type of native (rock, ice, gas) at high tech.
The design I'm trying to implement is an exact copy of a legitimate and legal player design. I've done a number of size tests (ship hull, component, etc) that have had absolutely no effect. The AI will design 500kT+ attack ships, so it's also not a factor of size restrictions in the AI_General file.
And I'm using the quick design test you've suggested. A saved game on turn 1 with AI design minister on.
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March 19th, 2005, 03:38 PM
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National Security Advisor
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Re: Space Food Empires!
Huzzah!
I figured it out. It was such a small thing but it cost so many hours and made me lose so much hair. I'm certainly kicking myself in the *** right now!
The problem was this:
Unknowingly I had this setting for the Colony ship hull in vehiclesize.txt:
Code:
Requirement Pct Cargo := 50
When it should have been this:
Code:
Requirement Pct Colony Mods := 50
So I fixed the typo and lo and behold, it worked!
Yeah, so I'm a little bit behind for today's release. 
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March 20th, 2005, 08:14 PM
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National Security Advisor
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Re: Space Food Empires!
Currently playing a game with the mod (as all 10 players of course), doing a quality and bug check. So far the list isn't too big. I figure by turn 25 I should have uncovered anything serious...
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March 21st, 2005, 01:51 AM
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National Security Advisor
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Re: Space Food Empires!
Looking good. Caught some little bugs in the test game but I'm fairly happy with the play so far. Will finally upload when I get home from work tomorrow!
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March 23rd, 2005, 03:04 PM
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Re: Space Food Empires!
Do you know when you're going to input each race's ships, units, etc? At the moment it's a little confusing having everyone use the neutral ship set  Of course, I could just rename another shipset and plug it into the mod with the correct AI files, but I'm just too lazy 
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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March 23rd, 2005, 03:23 PM
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National Security Advisor
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Re: Space Food Empires!
I totally agree!
What I'll do is create a quick set of coloured mini images for each race from the generic ones. I'll try and get those out for 0.11, due on Friday.
I'll be focusing mainly on graphics from this point onwards, while addressing gameplay issues and the remainder of planned data file entries.
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March 23rd, 2005, 10:10 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Space Food Empires!
I've already completed the coloured minis for the next patch. It turned out to be a lot less painful than I thought. I just shaded the generic minis with each empire's colour.
Also note you can discuss the mod over at SE.net where I have a whole forum dedicated to the mod: http://www.spaceempires.net/home/mod...viewforum&f=23
I'm also looking for your favourite or effective ship designs so I can immortalize them as AI designs! Attach screenshots or write out the contents of the ship over at the SE.net forum.
Version 0.11 still on pace for Friday.
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