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Old March 7th, 2001, 02:03 AM

rbyrd rbyrd is offline
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Default Multiple Engines per Move

I saw some discussion on this topic a few days ago, but never saw an adequate answer.

I've been trying to modify the vehicle.txt file to require larger ships to use multiple engines with both Version 1.19 and 1.27. For example I require destroyers and light cruisers to use 2 engines per move and hold a max of 12 engines, cruisers to use 3 engines per move and hold a max of 18, etc.

My problem is that the computer AI insists on still only putting 6 engines all of its ships even though the minimum speed is set to 4 and the desired speed to 6. In the previous discussion I saw some ways to help some, by giving the ship an inherent movement bonus or maybe modifying all the AI files to give the ships a faster desired speed.

I've also noticed that the engine per move only seems to effect movement on the strategic level. I don't notice the computer ships moving any slower in tactical combat even though they only have 6 engines on a ship that requires 2 per move.

Has anyone gotten this to work without editing all of the AI files?
Is the desired speed setting the AI file actually desired number of engines? If so that will be a real pain since you would then have to create an AI script for every size of ship.

I hate seeing large ships with fewer engines than small ships the way the basic game works, but the way it is now all the larger computer ships being reduced to moving at a snails pace.
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Old March 7th, 2001, 02:41 AM
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Default Re: Multiple Engines per Move

To make a long story short, yes you have to modify the AI_Design_Types files for all of the races since currently, they are set to 4-6. Sorry. . .
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Old March 7th, 2001, 02:50 AM

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Default Re: Multiple Engines per Move

Thanks for the info. I guess the desired speed setting really is desired number of engines then. I assume this is a bug. Has anybody notified MM.

I don't want to edited every AI file since I'm sure by the time I do there will be an improved Version of the Mod, so I guess I will probably stick with the general 1.6 mod along with your sound files then. By the way great sounds!

I still like to tweak the components file some and raise the organics and radioactives cost on some items as well as the cost of all the small weapons to make fighters a little more expensive since they don't pay any maintenance.
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