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-   -   Proportions mod 1.5.2 released (and web page) (http://forum.shrapnelgames.com/showthread.php?t=5434)

PsychoTechFreak March 27th, 2002 12:54 AM

Re: Proportions mod 1.5.2 released (and web page)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:


Then afterwords, you end up feeling a little silly with a huge fleet of population transports... http://forum.shrapnelgames.com/images/icons/icon7.gif . Hmm, refit them into hybrid warships?

PvK
<hr></blockquote>

Unless you do not build them as hybrids from the beginning.

Fortunately, the homeplanet will not be affected by core instabilities.

Aub March 27th, 2002 02:52 AM

Re: Proportions mod 1.5.2 released (and web page)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
...Absolutely - this is coming in 1.5.3 and 1.6, hopefully tonight or tomorrow...
<hr></blockquote>

Wow! That's great - I'll definitely wait for it before starting a new game.

This is the first mod I see that focuses on balance and improved gameplay (e.g. the "whoever expands faster usually wins" syndrome was bugging me for a long time... now something's done about it!) and I welcome it wholeheartedly http://forum.shrapnelgames.com/images/icons/icon7.gif

Aub

[ 27 March 2002: Message edited by: Aub ]</p>

PvK March 27th, 2002 03:38 AM

Re: Proportions mod 1.5.2 released (and web page)
 
Thanks Aub!

Yes, the immediate and decisive award for colonizing was a main target for this mod. (edit: i.e., something I wanted to change)

Oh, I should mention that the improved AI in 1.5 can't correct the mistakes make by the AI running an earlier Version. If you started a game versus the AI before 1.5 and then upgraded, and you want to continue the old game against the current AI, then someone (you or a friend, or even email it to me and I can do it) should go in and play all the AI empires for one turn, in order to simply clear all (or, almost all) of the cultural centers from the colony build queues.

PvK

[ 27 March 2002: Message edited by: PvK ]</p>

oleg March 27th, 2002 04:40 AM

Re: Proportions mod 1.5.2 released (and web page)
 
I am little bit confussed by AI building of a new planets. Every single planet in a home system builds spaceports ! http://forum.shrapnelgames.com/images/icons/icon8.gif

As I understand it is somehow related to two separate entries for spaceport abilities: "spaceport" and "emergency energy". the first is listed in homeworld description, the second in all other colony types. PvK, can you please look on this problem ?

The easiest and fastest way to solve this is to give spaceport some small production/research, so AI won't waste this planetary slot completely.

Gimboid March 27th, 2002 05:08 AM

Re: Proportions mod 1.5.2 released (and web page)
 
PvK can u check your PM, left a little bug report for u there

PvK March 27th, 2002 05:47 AM

Re: Proportions mod 1.5.2 released (and web page)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by oleg:
I am little bit confussed by AI building of a new planets. Every single planet in a home system builds spaceports ! http://forum.shrapnelgames.com/images/icons/icon8.gif

As I understand it is somehow related to two separate entries for spaceport abilities: "spaceport" and "emergency energy". the first is listed in homeworld description, the second in all other colony types. PvK, can you please look on this problem ?

The easiest and fastest way to solve this is to give spaceport some small production/research, so AI won't waste this planetary slot completely.
<hr></blockquote>

The Emergency Energy is what the Proportions AI looks for to build the correct space port facility. The fact that most planet types include spaceports is perhaps inefficient, but I don't know of a way to tell the AI it needs only a certain number of spaceports per system, because the AI facility construction file is per planet, not per system. If I have some planet types not build spaceports, then there is a chance that the AI won't build any spaceports in a system, which would probably be worse than building redundant spaceports. After all, building only one spaceport per system is actually kind of dangerous, because if it gets destroyed by something, then the whole system's production, research, and intelligence, is suddenly lost. As far as I know, this is just a clumsiness of the AI and not something that can be tweaked by a modder. At least, I don't know of any trick that will get it to build only, say, two space ports per system, and never fail to build at least one per system.

PvK

PvK March 27th, 2002 07:48 AM

Re: Proportions mod 1.5.2 released (and web page)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by travislp:
Hey, love the mod. I have one question though. How did you get the default facilities changed to use your culture centers instead of the normal facilities<hr></blockquote>

Oh, I noticed I didn't answer your question the right way. As I think geoschmo later posted, the computer looks for facilities with the highest rating in certain abilities when it sets up homeworlds at the start of the game. Because Cultural Centers have the highest value for all types of resource generation, and research, they get used in all those slots.

PvK


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