@Kragle Thank you! I had never thought about the historical aspect of the mod. I’m honored. 
Loving the Ice Planet ship - can’t wait to see more of that era!
I noticed a couple of things - my scouts and heavy interceptors seem to struggle when attacking slow-moving targets. They make one attack run and then get stuck. Something wrong with the attack style?
Blacktron II is planned next, but with a few exceptions, it’s all gonna be new models from here on out. Gonna take a while. O_O
Could be attack styles causing the issue. I’ll add it to the list of things to look at. Slow-moving targets - so carriers and flagships mostly?
Well, I attacked a harvester and this happened:
They made the first attack run, turned away and then stopped. It has happened quite a few times, mainly with harvesters and tankers.
o.O I will take a look. Thanks for the info!
Edit: And fixed and updated - if there’s a use for MoveToTargetAndShoot, I haven’t figured it out yet.
They’ve been changed to Frontal, and they now murder said ships.
Um. They massacre them actually. Might have to buff the harvester health. 
BrickSpace has been switched over to the new file structure and launches successfully once more. Until I figure out filters, you get to play with stock races + brickspace factions. Until I figure out AI, don’t expect the CPU to do anything with custom factions. 
Do you need help with Mod filters?
Yes please! I can’t figure out how to filter the races back out, though I see some chunks where it’s done.
Edit: for example, I figure I’m supposed to use this chunk in the < racename >.lua:
ExtFilter = "races_gbx,races_hw2,races_hgn,races_hwrm,races_dm,races_dm_hw2,races_gbx_hwrmc"
Tags = "race_gbx,race_hw2,race_hgn,race_hwrm,race_dm,race_dm_hw2,race_gbx_hwrmc"
But I’m not sure where I then filter them out using those.
Edit: YAY fixed it. Deathmatch.lua under scripts > rules correct?
Well, that is one way. Lemme make a post for you - 5 mins.
In the transition to the new file setup, I’d botched it up and forgotten to filter the map levels back in and move the unitcaps to their proper places. Mod has been updated and should actually be playable again.
AI and UI to tackle next!
Wow, you had a really good turn-around time for getting your mod working again after the ‘TOTAL PARADIGM SHIFT’ update! Good to see everything with working text strings too, although, that may have been fixed some time ago.
Starting work on restoring AI. Right now it just sits there with harvesters happily collecting, but doesn’t do much else.
ai > default > classdef.lua + scripts folder for each race, are those the only things I need to edit?
Unitcaps should also be working again for more than just default.
You also need to make sure the ai research items are in the race’s research list as the AI hangs when they are missing (I have them in, don’t know if we’ll use the options or not).
ai_upgrades holds the research items, ai_build is where you set the kClasses
I can send you some examples for custom race entries if you need help 
I was able to just follow the error messages in the logs until it just started working, so it can’t be too hard 
So the weird thing is, the classic space AI is working great, just hijacking the default settings, but the blacktron AI, no matter what I do, won’t kick in. Classic Space starts building truckloads of harvesters, and all kinds of attack ships, but Blacktron just sits there with it’s starting flock of harvesters and happily harvests, but does nothing else.
aitrace("LOADING Classic Space BUILD INFO")
kCollector = CLS_HARVESTER
kRefinery = CLS_MOBILEREFINERY
kScout = CLS_SCOUT
--kDefender = KUS_DEFENDER
kHeavyVette = CLS_HEAVYCORVETTE
--kInterceptor = KUS_INTERCEPTOR
kBomber = CLS_HEAVYINTERCEPTOR
--kMgun= KUS_MULTIGUNCORVETTE
--kSpecFighter = KUS_CLOAKEDFIGHTER
kCarrier = CLS_CARRIER
kDestroyer = CLS_DESTROYER
--kMissileDestroyer = KUS_MISSILEDESTROYER
kBattleCruiser = CLS_HEAVYCRUISER
function DetermineDemandWithNoCounterInfo_ClassicSpace()
if (sg_randFavorShipType < 55) then
ShipDemandAddByClass( eFighter, 1 )
elseif (sg_randFavorShipType < 85) then
ShipDemandAddByClass( eCorvette, 1 )
elseif (g_LOD < 2 and sg_randFavorShipType < 95) then
ShipDemandAddByClass( eFrigate, 1 )
else
ShipDemandAdd( kDestroyer, 1.0 )
end
end
function DetermineSpecialDemand_ClassicSpace()
end
Proc_DetermineDemandWithNoCounterInfo = DetermineDemandWithNoCounterInfo_ClassicSpace
Proc_DetermineSpecialDemand = DetermineSpecialDemand_ClassicSpace
and
aitrace("LOADING Classic Space UPGRADE INFO")
function DoResearchTechDemand_ClassicSpace()
ResearchDemandSet( PULSELASER, 16 )
ResearchDemandSet( LASERLANCE, 15 )
ResearchDemandSet( ELECTROLASER, 14 )
ResearchDemandSet( LASERCANNON, 13 )
ResearchDemandSet( MOBILEREFINERYFRAME, 12 )
ResearchDemandSet( HEAVYINTERCEPTORFRAME, 11 )
ResearchDemandSet( LIGHTCORVETTEFRAME, 10 )
ResearchDemandSet( MEDIUMCORVETTEFRAME, 9 )
ResearchDemandSet( HEAVYCORVETTEFRAME, 8 )
ResearchDemandSet( LIGHTFRIGATEFRAME, 7 )
ResearchDemandSet( LASERCANNONFRIGATEFRAME, 6 )
ResearchDemandSet( DESTROYERFRAME, 5 )
ResearchDemandSet( CARRIERFRAME, 4 )
ResearchDemandSet( LASERPLATFORMFRAME, 3 )
ResearchDemandSet( BEAMPLATFORMFRAME, 2 )
ResearchDemandSet( HEAVYCRUISERFRAME, 1 )
end
DoResearchTechDemand = DoResearchTechDemand_ClassicSpace
Here’s Blacktron:
aitrace("LOADING Blacktron BUILD INFO")
kCollector = BTI_HARVESTER
kRefinery = BTI_CARRIER
kScout = BTI_SCOUT
--kDefender = KUS_DEFENDER
kHeavyVette = BTI_CORVETTE
kInterceptor = BTI_INTERCEPTOR
kBomber = BTI_HEAVYINTERCEPTOR
--kMgun= KUS_MULTIGUNCORVETTE
--kSpecFighter = KUS_CLOAKEDFIGHTER
kCarrier = BTI_CARRIER
kDestroyer = BTI_DESTROYER
--kMissileDestroyer = KUS_MISSILEDESTROYER
--kBattleCruiser = CLS_HEAVYCRUISER
function DetermineDemandWithNoCounterInfo_Blacktron()
if (sg_randFavorShipType < 55) then
ShipDemandAddByClass( eFighter, 1 )
elseif (sg_randFavorShipType < 85) then
ShipDemandAddByClass( eCorvette, 1 )
elseif (g_LOD < 2 and sg_randFavorShipType < 95) then
ShipDemandAddByClass( eFrigate, 1 )
else
ShipDemandAdd( kDestroyer, 1.0 )
end
end
function DetermineSpecialDemand_Blacktron()
end
Proc_DetermineDemandWithNoCounterInfo = DetermineDemandWithNoCounterInfo_Blacktron
Proc_DetermineSpecialDemand = DetermineSpecialDemand_Blacktron
and
aitrace("LOADING Blacktron UPGRADE INFO")
function DoResearchTechDemand_Blacktron()
ResearchDemandSet( PULSELASER, 15 )
ResearchDemandSet( ELECTROLASER, 10 )
ResearchDemandSet( SCOUTFRAME, 7 )
ResearchDemandSet( INTERCEPTORFRAME, 6 )
ResearchDemandSet( CARRIERFRAME, 5 )
ResearchDemandSet( HEAVYINTERCEPTORFRAME, 4 )
ResearchDemandSet( CORVETTEFRAME, 3 )
ResearchDemandSet( FRIGATEFRAME, 2 )
ResearchDemandSet( DESTROYERFRAME, 1 )
end
DoResearchTechDemand = DoResearchTechDemand_Blacktron
Thanks to Nathanius assistance, AI works again for both races! So, there are some calls in CPUBuild.lua to race specific research items. Be sure to edit/work around those, or you’ll end up smashing your face against the wall like i’ve been doing for the past three days. Or as Nathanius put it…follow the error message. 
Sorry about the double post, of course.
Well @evillejedi, it’s not the exact ship you mentioned…yet, but Blacktron II is going to have some of the best looking models in the game. I present the Blacktron II frigate. My first BrickSpace ship to make full use of the REFL, SPEC, NORM, PAIN, and DIFF maps. Oddly, as I write this I realize I forgot GLOW. Still more work to do. 
Now you need to figure out how to replicate that crazy neon blacklight green edge glow of the green clear parts, it might require making the windows have internal faces to get the depth and lines to stand out
That’s so much better!
Heh, what an overkill. (A funny one
). But I would definitelly add glow into the mix. A subtle one, more visible on the newly created edges, but I would suggest having it. It adds a lot of life into it.



