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  #1  
Old March 3rd, 2002, 05:12 PM

Kinboat Kinboat is offline
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Default Problem with colonizing

After finishing about half of my modifications I tested them out in a game... One major problem. None of the races started with a level in one of the 3 colonizing tech (rock, ice, or gas). I didn't change those techs or the colonizing components, and I'm really baffled as to why it would do this. This same thing happened to me months ago and I got so frustrated that I just scrapped the whole project, I have a little more work put into this one and don't really want to give up. The only thing I did add in the colonizing area was a module that could colonize all three, it's discovered by a unique ruins so the tech isn't even the same. Any help is appreiciated.
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Old March 3rd, 2002, 07:00 PM
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Fyron Fyron is offline
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Default Re: Problem with colonizing

SEIV tries to give each race the Last colony component in the list that has the appropriate colony ability. So, it is trying to give them your unique colony module. Since they can't use it (due to being a ruins tech), they don't get a colony tech. You have to place your new component before the other 3 colony components so that all the races will start with the right one. The problem with this is that the AI will never use the univesral colony component. To fix this, place a useless ability on it, such as Star- Unstable. Then, call for this ability in the ship design files for each AI, and then they will use the universal colony component when they discover it.
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Old March 4th, 2002, 04:58 AM

Kinboat Kinboat is offline
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Default Re: Problem with colonizing

Hey, thanks now I got it... It's these little errors that keep bogging me down.
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Old March 4th, 2002, 05:52 AM
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Default Re: Problem with colonizing

You're welcome.
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