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For each ship design it is missing a section to feed the AI a probability that they will build one of the civilian ships. So it defaults to a 0% build probability.
For instance, under the colony ship one needs to add the following code:
ai_ship_data = {
min = value:desired_colonizers
}
The mod is running in parallel with (does not fully replace) the vanilla game file 00_ship_sizes
That file already has the civilian ships on it, and a probability the AI will each of build them.
The game is being fed two files telling it how to manage civilian ships. I think that's why if you manually set up a civilian ship design, then delete the auto-generated design, after a while the game will again set up new auto-generated designs.
Using console commands to view whats happening in the other Empires I notice:
- They have designs for civilian ships, and the designs are available to build at their starbases.
- However, they will not build ANY civilian ships. No colony ships, construction ships or science ships. They just have 1 science ship and 1 construction ship, the ones they start the game with.
- They will build new warships. And they will research new ship classes and components as normal. Their warship templates will auto-update with new engines, power cores, shields and armour as normal.
- However, their warships all have level 1 weapons, and will not upgrade their ships even if they have the tech and power to do so.
Also, a few weapon-slots and different sections would be nice, so there's something to actually do with this mod except using outdated tech for cost-reduction... ( which is pointless anyway, when it deactivates all other cost-reductions )
And ofcourse, those additional sections could be tied to some other techs... Just hinting :) .
Colony ships less of an issue, you only use them once then they’re gone lol.
Thank you
Apologies Splodgenik for derailing your thread.
Fun times when your science ships freeze at the end of the month durring travel and you have to emergency FTL back one jump.