If on a planet all people deceased, i send a new colony ship to recolonization.
The ship has reached the planet and after new round are the colony ship lost.
I add a savefile at rount 710.
Look at the planet Doow-tsae on the left side of galaxy, the next near planet have some colony ship to try them .
Recolonizing Planet
Moderator: Oberlus
Recolonizing Planet
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Cya DarkSide
See you on Hell
See you on Hell
- eleazar
- Design & Graphics Lead Emeritus
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Re: Recolonizing Planet
What version exactly are you playing?
And what OS do you use?
That info is necessary to load your save.
You weren't building a concentration camp by any chance?
And what OS do you use?
That info is necessary to load your save.
You weren't building a concentration camp by any chance?
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
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- Location: Munich
Re: Recolonizing Planet
I'm presently trying to fix the crash that occurs when loading a save that has a nonexistent tech on the research queue, which occurs if techs.txt is changed between saving and loading.eleazar wrote:That info is necessary to load your save.
Edit: partial success; the game loads, but pressing turn crashes.
Edit2: more success; the game loads, and sanitizes the tech tree of invalid techs before processing it, avoiding (some?) crashes in the save posted in this thread with the latest SVN version.
Edit3: the reason ships disappear when the arrive at Doow-Tsae is that there is a Gateway to the Void building on Doow-Tsae III. It's description says it destroys all ships that end their turn in the system. Probably it should generate a sitrep message when this occurs.
Re: Recolonizing Planet
FreeOrion-0.3.17-Setup-Alpha2.exeeleazar wrote:What version exactly are you playing?
And what OS do you use?
That info is necessary to load your save.
You weren't building a concentration camp by any chance?
Win XP
The save file is a 7 zip file,
and 7-Zip is licensed under the GNU LGPL.
Did you need some log or configuration files?
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Cya DarkSide
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- eleazar
- Design & Graphics Lead Emeritus
- Posts: 3858
- Joined: Sat Sep 23, 2006 7:09 pm
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Re: Recolonizing Planet
Darkside: scrap the building "gateway to the void" in that system if you don't want your ships to die.
revision 4423
"added sitrep message when the gateway to the void destroys something."
I didn't see how to reference the ship or fleet, but it's good enough for an effect that probably will get changed.
revision 4423
"added sitrep message when the gateway to the void destroys something."
I didn't see how to reference the ship or fleet, but it's good enough for an effect that probably will get changed.
- Geoff the Medio
- Programming, Design, Admin
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Re: Recolonizing Planet
There's no general object tag, so you'd need to know what kind of object an effectsgroup's Target is, in order to make a sitrep that properly links to it. If you knew that the target was a ship, though, then you could use Target.ID as the data with tag = "ship", or similarly for a Fleet target with tag = "fleet".eleazar wrote:I didn't see how to reference the ship or fleet...
So, since the scope of the destroy effect of the gateway building matches only fleets, you should be able to do something like:
Code: Select all
EffectsGroup
scope = And [
ContainedBy Contains Source
Fleet
]
activation = Source
effects = [
Destroy
GenerateSitRepMessage
message = "EFFECT_GATEWAY_VOID_DESTROY"
parameters = [
tag = "buildingtype" data = "BLD_GATEWAY_VOID"
tag = "planet" data = Source.PlanetID
tag = "fleet" data = Target.ID
]
empire = Source.Owner
]
Re: Recolonizing Planet
hmm ok ty.
I have thing that do it only with enemy fleets not my own ............
I have thing that do it only with enemy fleets not my own ............
Cya DarkSide
See you on Hell
See you on Hell