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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
One question:
Do your Partners (Partnership Treaty) get the "Ship Training Facility" experience bonus? I have a humongus Toltayan fleet sitting in one of my resuply planets that also have the training facility, and they haven't moved in quite a while. . [ March 17, 2003, 14:40: Message edited by: Aloofi ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
The Toltayans are usually very loyal, though, or at least, they were the Last time I was allies with them, which admittedly was a long time ago.
You could try gifting them the planet... though that's a bit extreme. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Well, they still there after 3 years of gameplay, 12 Toltayans ships, most of them Light Cruisers.
I thought they were getting the Ship Training Facility bonus, so if they can't then they are just doing an official visit to my planet http://forum.shrapnelgames.com/images/icons/icon10.gif I guess the AI just left them there because it doesn't have any war going on. One question: Does the AI upgrade ships? Will the AI scrap obsolete ships? What about mothballing? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Aloofi,
Are you at war with anyone, currently in your Proportions game? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
sorry to post such a naiv question, but please can anybody tell what the mod "foundation" is?
danke und tschüß KlausD |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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John http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I thought PvK was working in Azimov's Fundation! [OT] By the way, did you know that Al Qaeda means Fundation in Arab and there were rumors that Bin Laden was "inspired" by Azimov's Fundation? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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By the way it seems like the AI doesn't retrofit its ships, everybody is way ahead of me in research and have more ships than me, but my ships are far better technologically. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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[ March 18, 2003, 19:12: Message edited by: oleg ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Aloofi,
I was just trying to put together a reason why that Partnered AI is hanging out over your Planet. http://forum.shrapnelgames.com/image...s/rolleyes.gif I guess he just likes the view http://forum.shrapnelgames.com/images/icons/tongue.gif Better look out, Olegs Druskies are mean... Real Mean. http://forum.shrapnelgames.com/images/icons/icon12.gif [ March 18, 2003, 19:14: Message edited by: JLS ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
The Drushocka are losing to the Phong, I thought the Drushockas was suppose to be the baddest AI in town.
Who's the evilest empire in Proportions? And who's AI is the most efficient? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I guess is just the lack of wars. Would the Toltayan AI accept to join me in war against the Drushs if I ask them or will they say no and our relation deteriorate? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Originally posted by Aloofi:
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[ March 18, 2003, 19:22: Message edited by: JLS ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Actually the Rock Terrans may be the most efficient. They are Certainly very Prolific.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I guess is just the lack of wars. Would the Toltayan AI accept to join me in war against the Drushs if I ask them or will they say no and our relation deteriorate?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Score Percent To Accept Declare war on empire := 150 Will Accept From Friend Declare war on empire := True Will Accept From Enemy Declare war on empire := True Score Percent To Accept Support us against another empire := 150 Will Accept From Friend Support us against another empire := True Will Accept From Enemy Support us against another empire := False May need to be 50% ahead of him in score http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Are you sure? I think they are in my current game. I'm playing large quadrant with 16 races. What About the Krill? Will they break my partnership with them and attack my weakest system just one system away from their Homeworld? No wait, don't tell me. http://forum.shrapnelgames.com/images/icons/icon10.gif The best thing of being a newbee is that the AI still surprises me with unexpected behaivor.... http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I'm thinking of changing the 150 to 100. What do you think? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Ducks use my AI, so I refuse to believe they are losing http://forum.shrapnelgames.com/images/icons/icon12.gif Wait a little and you will see them fighting back ! They are not baddest AI for sure. Xi'Chung is a vermin. Also check my latest Krill AI.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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The other reason is that they claimed one of my systems http://forum.shrapnelgames.com/images/icons/icon10.gif , and sent a massive 30 ship fleet to scare me or something, but they ran out of supply and now are moving one sector per turn to get back to their nearest supply base, while in the meantime the Phong have glassed one of their system almost unoppossed. And the Phong have grown so fearless that now they have a minelayer mining a Warp point on the Drush side, while the the Drush keep sending ships one by one to the minefield. I suppose those ships are minesweepers. Gotta tell you, your Drushs are really in trouble, especially if tonight they declare war on me and start fighting a war in 2 fronts http://forum.shrapnelgames.com/images/icons/icon10.gif Its there any chance that the Drushs might convince their only ally, the Jraenar, to join their war against the Phong? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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here is a link to its desription: http://www.shrapnelgames.com/cgi-bin...=008385#000000 I made my AIs very aggressive in expansion/population transfer. But it backfired because of SEIV bug http://forum.shrapnelgames.com/images/icons/icon9.gif Next time, either play simultaneous turns or take control of AI races for every other 10 turns. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Oleg,
I haven’t played out your Krill yet, But your Drushskies are VERY tough!!! As is!!! Crystals are tough also; after they get there Point Defense Weapons on board!!! Keep in Mind in Aloofi's game they may have a bad start! [ March 18, 2003, 20:17: Message edited by: JLS ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Thanks, John http://forum.shrapnelgames.com/images/icons/icon7.gif
But I am still very mighty pissed of by this "population transfer" bug. Up to the point I play "turn based" SE no more. What is the point if your latest and best ever AI becomes a laughing stck of a galaxy with all loaded colony ships sitting arond homeworld for years and years !??? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I NEVER play se4 (turn based)… http://forum.shrapnelgames.com/images/icons/shock.gif
Reminds me of my old board game days http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Me too, but as a cortesy to vast majority of SE players I'm obliged to check AI in "turn-based" mode. This is how I get to this bug I never knew about.. !
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Gotcha http://forum.shrapnelgames.com/images/icons/icon12.gif
Makes good sense, Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 18, 2003, 21:15: Message edited by: JLS ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Sorry, but was the diference between Turn Based and simultaneous?
Is it there tactical combat in simultaneous? Is it better? Is the AI better? I love turn based, so i haven't tried the simultaneous. Sounds like RTS... http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
How could they be similar? RTS is fast-paced, simul. is just the same pace as seq. (actually, maybe a little slower). There is no possibility of click-festing in simul as in RTS.
The only difference between sequential and simultaneous move in SE4 is that you don't have the unbalancing effects of player order making a huge difference in simul. like it does in seq. http://forum.shrapnelgames.com/images/icons/icon7.gif Well... you don't get to thoroughly abuse the AI's inability to deal with tactical combat like human players can in simul., which is a good thing. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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John http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yeah, it ended up being the foundation for Proportions. It was intended to do a lot more, but I didn't finish it in time for the Gold CD, so I just included the basic scale changes as Proportions mod, and since then have just tweaked and expanded Proportions, rather than going back to finish Foundations. The name similarity to Azimov's Foundation is unintended. The mod name refers to the need to build up fundamental prerequisites before cranking out fantastic abilities. This is most visible in Proportions with the need to do a lot of long-term building and transport in order to develop powerful colonies. The main missing parts that Proportions still doesn't have and that would take a daunting amount of work to complete properly are: the re-worked tech tree with more long-term decisions; the more drawn out weapons techs that vary from wimpy to devastating [edit: also for non-weapon techs, such as propulsion, defenses, etc, though there is a lot of this in Proportions already]; and the various racial tech areas which allow more different types of empires. PvK [ March 18, 2003, 22:39: Message edited by: PvK ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Oleg's Druscs have 2 colony ship and 2 starliners sitting on their homeworld...... http://forum.shrapnelgames.com/images/icons/icon10.gif
And since the Druscs are losing their war against the Phong, now they have decided to declare war on the Amonkrie... http://forum.shrapnelgames.com/images/icons/icon10.gif . I guess their leadership believe that "more enemies more honor" stuff.... http://forum.shrapnelgames.com/images/icons/icon10.gif On the druscs defense, I must point that they had a very disfavorable start. No good planets on their system, and neighbors too close. On the other hand, they tend to claim system too far from their homeworld and with systems that have not yet been coloniazed in between. [EDIT] I'm not sure who's AI declared war. It might have been the Amonkrie. [ March 21, 2003, 14:22: Message edited by: Aloofi ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
pvk
Sounds very interesting. Maybe you take some time to do this project? I mean you have done already a big part - proportions. Its not that sure that SEV will rock (you know because of a possible RT-engine) so we will probably have to stay longer with good old SEIV http://forum.shrapnelgames.com/images/icons/icon7.gif if you dont want to do it, well, proportions is also excellent as such. Klaus |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Is it there any way to have combat in simultaneous? |
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To claim that SEV will be better with a RT modus is a pure assumption and a matter of taste. I (and I am sure many old vets of the SE series too) can live without it. tschüß Klaus |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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-You prevent yourself from using the tactical advantage, the AI hasn't -It's training for PBW combats -Once your fleet and ship strategies are set up, it saves a lot of time But on medium/high AI bonus I would prefer tactical sometimes also. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Is it there any way to have combat in simultaneous?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree, tactical combat may be fun. Then I suggest to take AIs to your control every other 10 turns. Switch all ministers ON and let SE process one turn. Turn the race back to computer like it was before. It will temporaly clear this bug and greatly help AI ! |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Thanks Klaus!
It depends on how much time and interest I have in future. Sometimes it helps to take a break for a while... then the enthusiasm to mod SE4 slowly re-accumulates. http://forum.shrapnelgames.com/images/icons/icon12.gif I have some ideas about what to do about the ever-frustrating AI, too, but like all modding AI in SE4, it'd be very time-consuming to actually implement. PvK Quote:
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Not sure if it was mentioned before, but ALL colony ships use colonyshipLarge as a primary bitmap. Hence, once I added this extra shup picture, it replaced all colony ships ! I think the idea is to use colonyshipLarge for "fast colony ships" only. Regular colony should still use colonyship as a primary picture !
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
My idea was all colony ships in Proportions should use "colony ship large", because there are no small colony ships in Proportions. Many shipsets offer colony ships that look like they may really be 300kT. At 1800kT, standard Proportions colony ships should most likely use the biggest-looking image available. If I or someone else added a really high-tech colony ship that was a lot smaller, it might use the ordinary colony ship image.
PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
My latest change to Proportions:
Missile speed to 30! http://forum.shrapnelgames.com/images/icons/icon10.gif Now the Capital Ship Missiles go straight for the target in one turn, as far as their range can go. I ran a test with the Phong's Missile Destroyers. I saw several improvements. With CSM III, range of 12, my PDC were able of destroy only half the number of missiles than with the original spped of 5. The problem is that the missile took 3 turns to fly the distance of 12, and allowed my PDCs to fire at least twice on every missile volley. With maximus fly speed the missile goes straight for the target in one turn, effectively cutting by half the chances of being shot down by PDCs. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
But it may be TOO good ! Now everybody will use CSM instead of beams. I agree missiles need some boost, but keep it reasonable. Actually, I think it would be better to increase "seaker damage resistance" instead of speed. Make it two PDC shots per missile instead of one.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Missiles seem quite effective to me when heavies are combined with light missile systems, not to mention when combined with drones and fighters.
No? PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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