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Author Topic: Other factions wont do anything  (Read 9630 times)

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April 10, 2013, 12:05:29 AMReply #20

Offline Enceladus

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Re: Other factions wont do anything
« Reply #20 on: April 10, 2013, 12:05:29 AM »
The link works fine for me. *Edited Corey's post so it shows up in the post*


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April 10, 2013, 12:48:58 AMReply #21

Offline Without Reason

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Re: Other factions wont do anything
« Reply #21 on: April 10, 2013, 12:48:58 AM »
Well, since the AI always throws away their heros anyway would it hurt the AI / GC if I just remove the fleet commander from being built? Or remove the heros?

I'd like to not break the game and/or mod but after spending a lot of time playing a GC and then have it break on me..

April 10, 2013, 01:18:06 AMReply #22

Offline Corey

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Re: Other factions wont do anything
« Reply #22 on: April 10, 2013, 01:18:06 AM »
We did remove the Fleet Commander's buildability. The problem is the game was ignoring literally ALL conventional methods (prerequisites, script lockouts, even removing certain necessary tags), and the game crashes if you delete the entry. In the end we had to remove the Behaviour tag from it, which is why you don't see that happening, however it doesn't make the AI function any differently from when it had them. It's only a factor in a few GCs though, most notably Shadow Hand.
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April 10, 2013, 09:23:29 PMReply #23

Offline Lord Xizer

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Re: Other factions wont do anything
« Reply #23 on: April 10, 2013, 09:23:29 PM »
We did remove the Fleet Commander's buildability. The problem is the game was ignoring literally ALL conventional methods (prerequisites, script lockouts, even removing certain necessary tags), and the game crashes if you delete the entry. In the end we had to remove the Behaviour tag from it, which is why you don't see that happening, however it doesn't make the AI function any differently from when it had them. It's only a factor in a few GCs though, most notably Shadow Hand.

Yes they were the unkillable bug for quite a while I remember. Perhaps simply adding more starting forces for the NR in shadow hand when the player is IR would make the GC a bit more combat involved?
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