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Re: The Star Trek Mod - Final Update
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Re: The Star Trek Mod - Final Update
So they do... I guess I need an AI trait now...
edit: Problem solved. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: The Star Trek Mod - Final Update
Just found an interesting game feature. Probably it's a well know for others.
Empire setup: enviroment - Rock; adv. traits - Gas world natives (yes, it was my mistake) Game started. Now go to research screen, and voila! - "Rock Planet Colonisation - Gas Natives" tech is already researched. Nice protection against my stupidity http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
Thats funny
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Re: The Star Trek Mod - Final Update
Ok the beta for 1.8.0 is ready. I will PM or email you the download link.
Please keep playing as normal using the recommended settings listed in the "Before You Play" document. Please pay close attention to the new propulsion system, and watch for any illegal designs by the AI. Please keep an eye out for any discriptions that can be improved or spell checked. Quote:
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Re: The Star Trek Mod - Final Update
Miniaturization Experts trait says that it will increase planet storage by 50%, but it will increase it by 25% only.
<font class="small">Code:</font><hr /><pre> Value 1 := 25 (should be 50) </pre><hr /> |
Re: The Star Trek Mod - Final Update
Thanks.
I also ran into an illegal design problem that I cannot find a work around for. The AI when designing fighters (SHuttles) after the first turn load them with RIFLES, a TROOP only weapon with a limit of ONE per Troop. Two things wrong here, first a FIGHTER ( shuttle ) should not be able to access this component, RIFLE, and second it should not be able to use more than one but it is. Now human players will not be able to use RIFLE on shuttles so why is the GD AI doing it? I have tried everything short of craking the code and re-writing the software from scratch. To see what I am talking about simply start a game, set the Minister to do design, and run one turn. Then look at the UNIT designs, fighter. You will see that it has added component RIFLE instead of the legal component of small phaser. |
Re: The Star Trek Mod - Final Update
Do they have the same weapon family values? If so, you must change them.
The AI is notorious for ignoring restrictions. It never pays any attention to restrictions such as Only X Per Vehicle, the only 1 bridge per ship limit, etc. These rules only apply to humans... Also, I have noticed that troops often use fighter-only components if they are the best. Some sort of bug exists in the AI design routines that it thinks that fighter-only components are valid on troops, and vice versa. This has also happened sometimes with weapon platform designs using ship-only components... Every time it was due to overlapping family numbers. |
Re: The Star Trek Mod - Final Update
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ps: nice ascii ship http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - Final Update
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