Missile tech

chipjamieson

Chieftain
Joined
Jan 5, 2004
Messages
8
Location
Detroit
OK - I'm stumped. I was playing with my modded Alphax.txt last night trying to provide factions with early missle tech. So I dropped it way the hell down and set what I thought was correct codes.

BUT...every time I went to build my Colony Pod missle, it kept switching to Conventional Payload - WTH??

Any help would be appreciated...I'd like to make early missiles a possibility - not with Conventional Payloads (nukes) which I will leave for Orbital Tech, but ones with Lasers, or Probe Teams or Colony Pods...

Colony Missile
Controller: "OK Citizens! Chairman Yang thanks you for being volunteered to start a new city on the other side of Planet. Onto the Colony Rocket."
Citizen: "But good sir...it's...it's a missile. Won't we all be killed upon impact?"
Controller: "Do you doubt the science of the Party??!"
Citizen: *whimper* (as he boards the missile)
 
I've been modding the alpha.txt quite a bit lately. I believe I remember reading a warning somewhere against trying to give any of the spaceflight techs early (though there is no explanation for why this is the case). I believe unless you really know the program well, it's probably impossible to do so.
 
Yeah - thanks for jogging my memory. If the "conventional payload" tech (i.e. nukes) is lower on the tree than missile tech, you automatically get conventional and the program probably hard-code defaults to that.

So, the only way to make such missiles is in the #Units section, but that also seems to break the rules - I tried running someone else's mod with that and it was kinda brokne.
 
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