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Re: Proportions Mod 3.0 available
Ok, I got the dang AI to use the right colony modules, without causing evil side effects. I had to use bogus AI tags, though. Grr. http://forum.shrapnelgames.com/images/smilies/mad.gif Anyway, the Amon Krie AI will now research and build working colonizers, but I need to go edit all the others' dang AI design files... grumble.
PvK |
Re: Proportions Mod 3.0 available
Ok, done. Time for sleeeeep... http://forum.shrapnelgames.com/images/smilies/yawn.gif
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Re: Proportions Mod 3.0 available
Cool.
It was mildly difficult, but I did manage to get the AI to research colonizers in 1.2 years. But I completely scrapped that plan when I decided to get the AI to build Large Stations w/ Orbital SYs first. (Problem being that I can't seem to get the AI to design both 500kt and 1000kt SY stations at the same time... at least with the SY I). |
Re: Proportions Mod 3.0 available
Quote:
Design Type := Base Space Yard Vehicle Type := Base Default Strategy := Don't Get Hurt Size Minimum Tonnage := 500 Size Maximum Tonnage := 500 Name := Large Base Space Yard Design Type := Base Space Yard Vehicle Type := Base Default Strategy := Don't Get Hurt Size Minimum Tonnage := 1000 Size Maximum Tonnage := 1000 Entry M Type := Base Space Yard Entry M Planet Per Item := ?? (your choice) Entry M Must Have At Least := ?? Entry N Type := Large Base Space Yard Entry N Planet Per Item := ?? Entry N Must Have At Least := ?? |
Re: Proportions Mod 3.0 available
Mmm, yes, getting them to build two kinds of orbital base will be a minor chore. It should be possible, but will need to use a named type of base with a specific size in the design file, matched with a request for the smaller one by name in the construction file.
PvK |
Re: Proportions Mod 3.0 available
(Wow, simultaneous post!) Yes, Aiken gave a good example of what I was saying. Be sure that later entries will need to have a greater number than earlier entries of the same basic type, so if you want X small bases and Y large bases, it would read:
Entry M Type := Base Space Yard Entry M Planet Per Item := ?? (your choice) Entry M Must Have At Least := X Entry N Type := Large Base Space Yard Entry N Planet Per Item := ?? (your choice) Entry N Must Have At Least := X+Y (Where you do the addition and put the resulting number in place of X or X+Y.) PvK |
Re: Proportions Mod 3.0 available
That's exactly what I tried...
You guys are looking at it from the wrong angle. WHen you get the Orbital Space Yard, the AI stops putting SYs in the smaller BSY. O_o |
Re: Proportions Mod 3.0 available
Ew... what an annoying AI... I see what you mean now.
Hmm. Ok, in that case, I'll need to add a bogus ability to allow the AI to use both types. http://forum.shrapnelgames.com/image...ies/tongue.gif Meanwhile, I would just have the AI use the 1000 kT utility base but fill the extra space with something cheap, so it won't be wasting very many resources compared to a 500 kT utility base. 3.0.1 is ready now btw, at the old address except ending in Proportions3.0.1.zip. I will go update the web page so it's easy to get to. PvK |
Re: Proportions Mod 3.0.1 available
Ok, Version 3.0.1 is now available from the Proportions web page.
<font class="small">Code:</font><hr /><pre> Changes Log: ============ Version 3.0.1: ----------------- Gameplay Changes: ----------------- * Lowered tech requirements and research cost of Charged Particle BLasters, and extended them to level 10. * Made small supply components Cargo-class for design purposes. ------ Fixes: ------ * Fixed typos in "Resource Gen Modifier Planet - Minerals" values. (1) * Updated AI research a bit. * Corrected Warp Closure tech to be researchable to level 4. (2) * Corrected the weapon family of Basic Pulse Lasers. (1) * Now the Upgrade button with upgrade Superior Crew Quarters or higher to the highest available type of Crew Quarters, and these will no longer stack (which was unintentional). Note that all Crew Quarters combat mods have gone down by 2%, and lesser Crew Quarters do NOT upgrade, and having any Basic Crew Quarters will subtract its effect from the advantage of any superior or higher crew quarters. (2) * Added bogus AI tags for the usable colony modules, so the AI would use them without causing unwanted side effects. (1) * Fixed display of Charged Particle BLasters' to-hit penalty. --------- Cosmetic: --------- * Corrected appearance of Explosive Torpedoes (they were looknig like old AM Torpedoes). ((1) Thanks to TheDeadlyShoe for reporting these!) ((2) Thanks to Alneyan for reporting these!) </pre><hr /> PvK |
Re: Proportions Mod 3.0.1 available
Terrain_AI_Research has a missing percent for the Point-Defense Cannon level 3 research, causes an error. Was hard to find , heh.
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