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When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.



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 Post subject: Misiorla Colonies
PostPosted: Sun Mar 05, 2017 6:48 am 
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Pupating Mass

Joined: Fri Jul 03, 2015 2:32 am
Posts: 97
Location: Great White North Eh
Its great (and scary) to see the AI utilising species that it acquires via Xenoresurrection Labs!

I captured a planet that was populated with Misiorla from another empire, waited until they were happiness 5 (pop 14) and tried to build a colony of them in another system and found that I hadn't because their colony is only unlocked by getting Misiorla Resequencing.

Shouldn't their colonies also be unlocked by them reaching appropriate population and happy levels like other species? This probably also applies to the Banforo and Kilandow.

(I can still build a colony ship from the captured planet.)

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 Post subject: Re: Misiorla Colonies
PostPosted: Sun Mar 05, 2017 2:08 pm 
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Creative Contributor
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Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3286
I've not actually seen this yet despite using the patch for a bit before it went in. Good catch, um not actually sure, it's both a trivial and a complex fix, I have no balance concerns, anyone have an opinion?

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Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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 Post subject: Re: Misiorla Colonies
PostPosted: Sun Mar 05, 2017 2:40 pm 
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Release Manager, Design
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Joined: Wed Nov 16, 2011 12:56 pm
Posts: 4287
Location: Sol III
IMO the dependency on the tech should only be required to "resurrect" an extinct species from Ancient Ruins. If you have acquired a colony of Misiorla etc. by other means (conquest), they should just behave as any other species wrt to colonizing. That is, sufficient pop and happiness level, and supply connection to the new colony being build.


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