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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

IRM minister problem...

Submitted by Fallen Haven on Mon, 2007-02-05 09:13. SE:V MODs

Yes, i confirmed it last night, my ministers are bugged for the player. The AI work fine, but trying to run a game with just a few ministers enabled don't work properly. I tested it with the stock game and it work fine. I'm not sure what i did that messed up the ministry, but it seem the game don't see a unit has been turned over to minister control (seen that with the debug logs). I have no idea what's wrong with my code...

‹ IRM v 0.7c released! Couple of AI design questions ›
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Captain Kwok's picture
Mod Designer

Re: IRM minister problem...

Submitted by Captain Kwok on Mon, 2007-02-05 09:58.

Can you see if the minister in stock is activated when the ship is constructed?

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Space Empires Depot | SE:V Balance Mod

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Re: IRM minister problem...

Submitted by Fallen Haven on Mon, 2007-02-05 16:12.

When i tested it, i built two colony ships. I manually turned on the minister for one of them as well a turning on colony ship ministry. Next turn that colony ship was flying to colonize a nearby world. Did try that in my mod and it doesn't work at all, no matter what i do.

So, if i understand it right, BM also has the same problem?

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Captain Kwok's picture
Mod Designer

Re: IRM minister problem...

Submitted by Captain Kwok on Mon, 2007-02-05 16:58.

I tested out the ministers in the Balance Mod for Colony Ships and Attack Ships. I didn't see any problems with the ministers.

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Space Empires Depot | SE:V Balance Mod

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Re: IRM minister problem...

Submitted by Fallen Haven on Mon, 2007-02-05 18:12.

Captain Kwok wrote:
I tested out the ministers in the Balance Mod for Colony Ships and Attack Ships. I didn't see any problems with the ministers.

Did you let the AI design and build them or you build them yourself then turned them over to the minister? The bug affect things built by the player, not what was made under ministry control...

Edit : I'm starting to think it has something to do with my design script, it has a lot of custom code that might be screwing things up...

Edit 2 : I made the test with your mod, it work fine. It's confirmed, this bug is only found in my mod.

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Found it.

Submitted by Fallen Haven on Mon, 2007-02-05 19:02.

In "Function Set_AI_Design_Type_For_Design", "set vehicle_type" was missing (the new script file from 1.25 has it). Now i know what this function is used for, it convert player made designs to AI designs so the AI knows what to do with them (what orders to give them, how much of them to build etc). I have to redo the whole function so the AI convert human designs to one of the many ai designs i have...

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