Aurora 4x
VB6 Aurora => VB6 Mechanics => Topic started by: davidr on August 02, 2012, 04:08:36 AM
-
For some reason in my list of Colonies I have also 2 of the AI CMC colonies which have been abandoned by the AI due to exhaustion of minerals. There are no mines or minerals shown but the AI has left behind Governors and Garrison units.
Can anyone advise if there is a correct way to remove these from play before abandoning the colony so it is removed from my list of active Human colonies.
What I have done is to manually un-assign the Governors back to the Pool and then simply abandon the colony with the Garrison units still in situ which I assume just deletes these units which were created by the AI anyway.
I know that Steve is amending CMC Garrison units in V5.7 so perhaps he could advise how the AI should behave when an AI Civilian Mining Complex complete with Governor and Garrison unit is abandoned.
DavidR
-
If they are now yours, you can pick them up in a troop ship and move them elsewhere. And what you did to the governors is what I'd do too.
-
Erik ,
Thanks - I will remember to relocate and rename the Garrison units if any more CMC's appear in my list and which have been abandoned by the AI. Better to have free units given than to pay for them.
DavidR
-
Erik ,
Thanks - I will remember to relocate and rename the Garrison units if any more CMC's appear in my list and which have been abandoned by the AI. Better to have free units given than to pay for them.
DavidR
Free is always the best price ;)
-
You can also grab the deepspace tracking station before the complex shuts down as well, but that doesn't stick around after the complex is gone.
Likewise, since this has come up, in the event that you want to prevent the ai from setting a CMC somewhere what you have to do is just put a dummy colony on the body in question. No CMCs will pop up on a body that already has a colony on it(though CMCs will obviously still expand as normal).