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  #11  
Old December 1st, 2001, 10:45 AM
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Default Re: Mod questions

Thanks Geo,
I will check that out right away. It seems my assumption was correct about players getting the first requirement (rock in my case, gas in your case, universal colonization in the orignal Devnull Version, and ship construction in Phoenix case).

My uni-colony is (almost) identical to yours. Just had it placed after the the other ones, because of the problems we had earlier. Very strange that the choice of ministers to use a component might be linked somehow to the tech requirements . I guess there is a lot more to this than we might suspect. Oh well, as long as it works, I don't really mind .

Rollo

edit:typo

[ 01 December 2001: Message edited by: Rollo ]

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  #12  
Old February 10th, 2002, 05:08 PM
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Default Re: Mod questions

This forum is really a great source of information.
I made a universal colony module as a racial technology for neutral empires and ran into the problem you described here.
I would probably never found the solution on my own.
Now I put the universal module at the top of the component list as you suggested and everything works fine. The AI uses the normal colony module for his home planet type and the universal module for the two other planet types.
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