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				May 31st, 2002, 05:48 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 (follows my previous post) 
Bug is proven, all AI transport designs use Colony modules     
I tried to make the colony modules 800Kt and the colony ships 1000Kt and ARGGGL ! Now the AI does not put ANY cargo in the Transport designs (ship should not even be allowed !). I checked this for several races so it's not an issue of a particular Ai design file ... 
What's the heck ? The files correctly lists "cargo" as Must Have ability 1 , so ?    |  
	
		
	
	
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				May 31st, 2002, 09:44 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 Increasing the colony module size will not help.
 Similar, albeit slightly different, problem exist in Proportions with Starliner module and cargo bays. PvK solved it by assigning bogus ability to Cargo bays, for example "Star - Unstable". Then he replaced "cargo" with "star - unstable" in transport designs in  AI_design.txt file. Since only cargo bays have this ability, AI build ships with cargo bays !
 
				__________________It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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				May 31st, 2002, 11:13 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 Oleg, 
Thx for the reply, but I don't understand how the AI design work...      
* My Colony ships have required "colony" ability and size is OK, and the AI don't design any !!       
* And the transports have cargo requirement, why don't they put standard cargo bays, (now that colony components too big to fit), and instead design ILLEGAL ships ????       
AI is mad !     
I really want to avoid bogus ability use, it makes AI files even more cryptic ... 
Perhaps the simplest solution is just to remove any cargo ability from colony module and making colony ships big enough to hold colony comp + 500 Kt cargo yo hold 1M pop. 
Whaddaya think of this ?     [ May 31, 2002, 22:15: Message edited by: PDF ] |  
	
		
	
	
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				June 1st, 2002, 12:06 AM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 
	It's well known that the AI doesn't follow all of the design restrictions placed on human players.Quote: 
	
		| the transports have cargo requirement, why don't they put standard cargo bays, (now that colony components too big to fit), and instead design ILLEGAL ships ???? | 
				__________________Cap'n Q
 
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				June 3rd, 2002, 10:35 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 Please forgive me for the lack of updates.  This Last week has been really hectic.  Among other things, I am now a 2ndLt of Marines, as opposed to a Staff Sergeant.  Not long from now, my life will get even busier.  However, I do promise to keep up the work on Derek's Mod.  Among the issues that currently need resolving are the image problems, the cargo problems, and the AI problems.
 Well, this week seems like it won't be so busy, so I should be able to get some work done.
 
 Derek
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				June 5th, 2002, 10:33 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 Finally I have made cargoless colony comps, they seem to work OK as far as design is concerned      ... but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look...    |  
	
		
	
	
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				June 5th, 2002, 11:14 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 "but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... "
 Look in settings.txt, there's an entry to make colonies start out with a certain amount of population.
 
 Phoenix-D
 
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				June 6th, 2002, 06:08 PM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 I was using DavidG's Tech/Facility/Component Viewer, and I think I found 2 small bugs:
 1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3.  The Military grade all generate 3.  This makes the Commercial a better choice for this limited point in the tech tree.
 
 2) ECM III, IV, and V all come at Combat Support level 3.
 
				__________________Assume you have a 1kg squirrel
 E=mc^2
 E=1kg(3x10^8m/s)^2=9x10^16J
 which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
 Fear the squirrel.
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				June 11th, 2002, 04:24 AM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 So what is going on with this mod? |  
	
		
	
	
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				June 11th, 2002, 04:29 AM
			
			
			
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				 Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold 
 
	I reccommend making the Military grade engines slightly smaller, rather than increasing thrust.Quote: 
	
		| 1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree. |  
 That will give you finer control over the value difference between the engine types.
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