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March 23rd, 2004, 04:20 AM
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Major General
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Question for MODders
What would cause a race to act like a neutral (use generic, neutral components), even though it is a "main" race?
[ March 23, 2004, 02:21: Message edited by: pathfinder ]
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March 23rd, 2004, 04:57 AM
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National Security Advisor
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Re: Question for MODders
Program not finding the files, or not using the files due to the way the race was added to the scenario. Be a bit more specific about what you did and what it did, and someone will probably be able to figure it out more precisely.
PvK
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March 23rd, 2004, 05:05 AM
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Re: Question for MODders
Quote:
Originally posted by PvK:
Program not finding the files, or not using the files due to the way the race was added to the scenario. Be a bit more specific about what you did and what it did, and someone will probably be able to figure it out more precisely.
PvK
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Most likely not using the designcreation file correctly. Kinda screwy: Shadows add the ancients engines but the default AI designcreation for everything else, especially weapons.
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March 23rd, 2004, 07:29 AM
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Re: Question for MODders
Unless you use bogus ability tags or the new 1.91 AI label tags, the AI will just use whatever engines it thinks are best. So it might be skipping your designcreation.txt altogether for some reason like wrong file name or wrong directory location. Just an idea.
PvK
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March 23rd, 2004, 12:29 PM
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Re: Question for MODders
Quote:
Originally posted by PvK:
Unless you use bogus ability tags or the new 1.91 AI label tags, the AI will just use whatever engines it thinks are best. So it might be skipping your designcreation.txt altogether for some reason like wrong file name or wrong directory location. Just an idea.
PvK
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Checked location and spelling of the file. They are ok. Also checked for double-spacing and run-on of ship-types...not a problem. Also made sure I did not have a duplicate of the file somewhere.
Using the bogus abilities. So far the AI Tag are not working.
Really puzzeling: They add some of the components (Ancient scanner jammer, biodrive engine) but seem to refuse to add the Shadow molecular slicer weapons and ancient scanner
[ March 23, 2004, 23:31: Message edited by: pathfinder ]
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March 24th, 2004, 04:50 AM
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Re: Question for MODders
This is whack: I KNOW that the wrong Shadows DesignCreation is being read. I had made a change to the abilites for the destroyer and heavy destroyer and forgot to change the number of abilities. Ran a check game setup and did NOT get an error message.
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March 24th, 2004, 05:22 AM
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National Security Advisor
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Re: Question for MODders
So it's definitely using a modded Version of the Shadows' DesignCreation.txt, but not the right modded Version?
PvK
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March 24th, 2004, 05:28 AM
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Re: Question for MODders
Check the tech area and see what it says for that racial Trait. Sounds like you using a trait that has the wrong race tech number assoicated with it.
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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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March 24th, 2004, 12:25 PM
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Major General
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Re: Question for MODders
Quote:
Originally posted by Atrocities:
Check the tech area and see what it says for that racial Trait. Sounds like you using a trait that has the wrong race tech number assoicated with it.
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Shadows are using lasers which do not normally have a racial trait. I put a "B5 Standard Race" trait to the light lasers in the components file and they are STILL picked up instead of the Shadows light molecular slicer
BTW Neither Molecular Weapons nor Laser Weapons in the Tech file require a racial trait.
PvK: Not sure of that, I have two folders of B5 MOD but they are named different and one is not in the game folder. They both have the same problem though.
[ March 24, 2004, 10:27: Message edited by: pathfinder ]
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March 25th, 2004, 02:20 AM
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Major General
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Re: Question for MODders
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L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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