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-   -   Proportions Version 2.0 available (http://forum.shrapnelgames.com/showthread.php?t=5537)

PvK March 31st, 2002 09:13 AM

Proportions Version 2.0 available
 
Snag it HERE.

This Version adds a lot of stuff (see below) compared to 1.5.3, especially solving some balance issues with fighters against ships.

This is also the first Version of Proportions <i>NOT</i> to support upgrades from games created with earlier Versions. However, I do plan to release a Version 1.6, which includes almost all of these changes, and will upgrade earlier Versions.

If anyone wants Version 1.5.4 (described in the changes notes below), which changes minimal aspects compared to 1.5.3, but includes many little fixes, I could make one, but I'm not planning on it - I'd recommend people go to 1.6 if they want to upgrade and continue an existing game session.

Here's a bunch of new notes from the readme:


Version 2.0 design note:
========================
Version 2.0 is NOT backwards-compatible with games created with earlier
Versions of Proportions. The highest Version that is backwards-compatible
(more or less) is Proportiosn 1.6.x. This is because of the new PD mounts
added in 2.0, which I felt were important enough to do this for. These had
to be added at the beginning of the list, which breaks existing games. The
new mount could not be added to the end, because SE4 AI always chooses the
LAST mount available, so if it were at the end, it would have made the AI
only use PD mounts on ships. An entire second set of AI mounts could have
been added after that, but they would still appear on the player mount list,
which would be cumbersome. Because of the above, I also re-shuffled many
components so they appear in a more logical order. This would also completely
mix up any games that attempt to upgrade, but since it would already have
happened due to the mount shift, I decided it was a good time to do this.


Common Questions:
=================

?? "It won't let me load existing empires." Yes, empire files created with
other mods won't load, because SE4 doesn't know what do do with the
different racial traits that have been modded. It can still create new
empire files.
?? "The map is blank when I start a game." This sometimes happens when
running a mod for the first time. The solution is to save your game, and
then load that game. (You can do this without exiting the program.) The
map will then appear, and it shouldn't happen on later playings.


Notes for better game setups:
=============================
<> Don't set the game to limited resources!
<> If you choose a new warp-point "rich" quadrant type, try turning off the
option to connect all systems with warp points. The "richness" will
probably accomplish this anyway, and the map will tend to be much more
interesting.
<> Setting starting tech levels to "high" (i.e., all) is not recommended
except for testing. Because some techs can be researched to very high
levels, the highest techs are very specialized and not representative
of the typical balance of equipment in regular play.
<> If you are upgrading from a game that was played against the AI with
a Version earlier than 1.5, and you want to continue that game, the
AI will be greatly helped if a human player plays them for one turn,
and cancels all of the cultural center construction projects on all
(or almost all) of their colonies. Otherwise, those colonies will
probably remain stuck trying to build those for a century or two, or
three...
<> As of Proportions Version 1.6's release, the effect of the Lucky and
Cursed abilities was in question, but this was reported to Malfador.
Selecting it on the notion that it may have no effect is a gamble
against it working, now or later.


Tips for effective play:
========================
<> Consider building several or more population transports to help colony
development progress, ferrying population with auto-repeat orders.
<> Note that there is an "efficient" Version of every engine type. It is
slower but much greater ranged. They can be mixed with other engines
to trade off between speed and fuel efficiency.
<> Note that security stations and supply storage are much cheaper, and
come in small Versions.
<> If you have researched high tech standard armor, pay attention to the
cost of the higher levels - it is strong but quickly gets enormously
expensive.
<> Note that fighters are extremely difficult to hit in Proportions, but
(as of Version 1.6+) they don't do a lot of damage to ship-sized
targets. Main ship weapons will often not be able to hit fighters
except by very lucky shots. If your enemy uses fighters, you should
deploy _something_ that can hit them: PD mounts, small WP or base mounts,
PD weapons, other fighters, or perhaps very small maneuverable ships
with appropriate equipment.


Changes Log:
============

Version 2.0:

* Added PD ship _mounts_. This finally is a change that will mess
up existing games. Games upgraded from earlier Versions would
have all of their mounts messed up on existing units that use
mounts.
* Component order re-grouped so newer high level Versions appear
in sequence with older ones.


Version 1.6:

* Greatly increased non-domed planet cargo capacities (by x 10).
* Phased polaron beams extended with seven new lower-strength and
intermediate marks, and reduced in research difficulty from 1.5's
high cost.
* Added distribution centers, which are space ports with storage
depots in one facility. This should help compensate the AI for its
investment in redundant space port construction.
* Numerous adjustments to cultural modifiers. They are now almost
all mostly balanced, in theory, including "Neutral" culture.
* Changed self-defense cannon size to 10kT, and set to-hit mod to 0.
* Added point-defense beam turrets, for anti-fighter use.
* Increased cost of Natural Merchants trait to account for the extra
cultural center it generates.
* Adjusted tech requirements cost, and effect of various small weapons.
* Added AFV and fighter shield generator intermediate/extended levels.
* Gave organic infestations, ruptures, and hyper-dense cores some bite.
* Removed the chance that homeworlds would start in planet-poor systems.
* Expanded and adjusted small unit electronic warfare components.
* Adjusted afterburner costs and added defensive bonus.
* Added light missile launchers.
* Increased max shield tech level to 12.
* Spread out shield regenerator tech requirements.
* Added regenerating shield generators and phased Versions.
* Adjusted small ship mount to-hit bonus.
* Greatly decreased fighter weapon damages, to get them back in
proportion with their size, and also because their defensive bonuses
meant not only were they extremely hard to hit, but they could smash
ships left, right and center. Some of the higher tech weapons are
still very powerful, but those are the anti-ship Versions, so those
fighters are very vulnerable to other fighters.
* Halved fighter shield strengths.
* Adjusted fighter engine and armor structure Ratings.
* Added range attenuation to TK projectors.
* Added high-energy magnifier levels IV and V.
* Tweaked incinerator beam damage up a wee tad.
* Added null-space projector marks IV and V, and increased their
research costs and requirements.


Version 1.5.4:

* Added an Empires folder, so empires for Proportions will be stored
separately from empires for normal and other mod types.
* Added a sample empire, the Soluk, so that there would be an empire
that would cause the Empires folder to be created.
* Made rippers and incinerators appear on "show latest".
* Corrected weapon family number of heavy infantry weapons IV.
* Corrected cost of small combat sensors I.
* Added to-hit modifiers to descriptions of all weapons that have them.
* Multiplied neutron bomb damage to compensate for population damage
resistance increase.
* Corrected typo in the names of the Organic Generation Facilities.
* Stopped AI from illegally using satellite armor on non-satellites.
This shouldn't have happnened, but was mainly a cosmetic issue.
* Corrected tech requirements of AFV DUC's.
* Reduced shield generation on cultural facilities.
* Corrected typo in to-hit mod description for small arms III and IV.
* Corrected max shield tech level to 11.
* Improved Amon'krie weapon selection.
* Fixed some apparently benign typos in Weapon Platform Computer Cores.
* Cosmetic fix - added troop tech requirements to AFV components.
* Increased number of system names from 243 to 286, to support 250
systems in a quadrant, and to add some more neat names.
* Corrected shield generation on AFV shield generator IV.


PvK

Fyron March 31st, 2002 11:19 AM

Re: Proportions Version 2.0 available
 
I don't know if you have done this already, but could you put the efficient engines in a different family than the normal engines? It's really annoying to have to remove all of a ship design's engines and re-adding them when upgrading it.

Gimboid March 31st, 2002 11:32 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Imperator Fyron:
I don't know if you have done this already, but could you put the efficient engines in a different family than the normal engines? It's really annoying to have to remove all of a ship design's engines and re-adding them when upgrading it.<hr></blockquote>

It looks like its been done http://forum.shrapnelgames.com/images/icons/icon6.gif

Normal engines are family 9, the efficient engines are family no. 309, and gravatic drives are a different family again...

raynor March 31st, 2002 11:34 AM

Re: Proportions Version 2.0 available
 
What exactly is this? Could you please include a short description of what this is? Thanks!

Fyron March 31st, 2002 11:35 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What exactly is this? Could you please include a short description of what this is? Thanks!<hr></blockquote>
Do you mean component families, or the Proportions Mod?

Gimboid March 31st, 2002 11:36 AM

Re: Proportions Version 2.0 available
 
Component families relate to how SEIV Groups components

If u press the upgrade design button then u will see Groups in action as SEIV will attempt to find the most up to date components for all the component Groups on the ship u have selected.

Say for example u finish quantum engines 1 this turn. Then u press upgrade design for one of your ships. Now normally in seiv it upgrades the ships engines (+ any other more modern components) with the latest designs, thus giving u quantum engines on that ship design being upgraded.

If the quantum engines were a different component family to the others then when u pressed upgrade u would have to totally redesign the ship to put the engines on as it wouldnt automatically substitute the newer engines over the older engines on the ship.

[ 31 March 2002: Message edited by: Gimboid ]</p>

Askan Nightbringer March 31st, 2002 03:54 PM

Re: Proportions Version 2.0 available
 
First off I'll say "WOW". I've had a look and this mod is a radical change that would make for some interestuing strategies.

I've just got one question -

I noticed you can't upgrade cities into metropoli and so forth. To me this seemed like a natural progression thingie.

Cheers,
Askan

PvK March 31st, 2002 08:00 PM

Re: Proportions Version 2.0 available
 
Thanks askan!

I'd like to have the urban facilities upgradable, yes, but I'm not sure what's preventing it. The space ports are upgradable into distribution centers... let's see...

Ah, ok, I just needed to add Roman Numerals to them... I'll add that in the next patch. Thanks for prompting me to look into that!

oleg, yes you're quite right. Going through and tweaking all of the AI empires takes a lot of time, and the Last time I tried to touch all of them with unique changes was in 1.3. There are probably a number of other simple tweaks that would help them out, too. Thanks very much for taking the time to go through the AI setup files and adjusting them. I'll take a look and include in the next Version.

PvK

Fyron March 31st, 2002 08:23 PM

Re: Proportions Version 2.0 available
 
Why do the City thru Arcology have these abilities, but all set at 0?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Ability 11 Type := Change Population Happiness - System
Ability 11 Descr :=
Ability 11 Val 1 := 0
Ability 11 Val 2 := 0
Ability 12 Type := Change Population Happiness - System
Ability 12 Descr :=
Ability 12 Val 1 := 0
Ability 12 Val 2 := 0
Ability 13 Type := Change Population Happiness - System
Ability 13 Descr :=
Ability 13 Val 1 := 0
Ability 13 Val 2 := 0
Ability 14 Type := Component Repair
Ability 14 Descr :=
Ability 14 Val 1 := 0
Ability 14 Val 2 := 0<hr></blockquote>

PvK March 31st, 2002 10:42 PM

Re: Proportions Version 2.0 available
 
Those have no effect. They exist because I made them by cut & paste from the Cultural Centers, which have more abilities that the smaller urban facilities do. If I removed those entries, I would have to re-number the later ones, which would have been a fair amount of work with no effect, except to avoid this point of confusion for people trying to figure out the files. http://forum.shrapnelgames.com/images/icons/icon12.gif So, I just replaced them with do-nothing abilities.

PvK

Fyron March 31st, 2002 10:56 PM

Re: Proportions Version 2.0 available
 
Ahh, ok. So basically, you were being lazy. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK April 1st, 2002 12:12 AM

Re: Proportions Version 2.0 available
 
Yep. LZ

oleg April 1st, 2002 02:28 AM

Re: Proportions Version 2.0 available
 
Proportion mod changed many cost values for race characteristics. However, AI_general files are imported from standard SE IV. As a result, when AI generates random empire, it is often goes overboard after adding just few characteristics and subsequently drops advanced racial traits (it happens to Abbidon, Ukra-Tal and Xi'chun)

I tried to adjust race points for all races for 2000 start. It may be non-optimal, so please take a look and reassign values according to your taste.

1017577804.zip

Propulsion experts for Sergetti could not be salvaged. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ 31 March 2002: Message edited by: oleg ]</p>

geoschmo April 1st, 2002 02:49 AM

Re: Proportions Version 2.0 available
 
Pvk,

2.0 is on the server and ready to go.

Geoschmo

PvK April 1st, 2002 03:05 AM

Re: Proportions Version 2.0 available
 
Super - thanks, Geo!

oleg April 1st, 2002 03:55 AM

Re: Proportions Version 2.0 available
 
Another balance issue:

Solar Collector (crystall tech) has not been adjusted and is now superior to all other resourse producers.

But, please, do not make as worthless as they are in standard SE IV. May be just a little tweak.

Tnarg April 1st, 2002 05:35 AM

Re: Proportions Version 2.0 available
 
Is there a printable Version of the Proportion Mod Tech tree? I'm looking for a Tech areas and Tech levels txt.

Am I correct to assume that Proportions 2.0 contains everything that all the previous updates had along with the new race Soluk? I am starting a new game, so what great timing if so.

PvK April 1st, 2002 06:04 AM

Re: Proportions Version 2.0 available
 
Tnarg, yes, 2.0 contains everything from previous Versions of Proportions. You can start with the Version from the Gold CD and just apply the 2.0 patch, or load the complete 2.0, and get the same result.

If you are starting a game against the AI, it might make sense to try adding oleg's AI_general files which he just posted, below.

There's no Proportions tech tree except the Version the game can create automatically. That is, start a game with "allowed to see the complete tech tree" selected; then go to the tech screen and click "tech tree", then "tech levels", then "export".

Mostly Proportions keeps the original tech tree, but adds some levels, and a lot of components available from those levels are different.

Oleg, yes I guess I missed the solar plants in Proportions, and should tweak them. I think it would make sense to remove their mineral-generation ability, because I can't imagine how minerals would be something that could be generated solar-ly. ... Oh, I guess that's the "crystalline" part (crystal = minerals + rads)? Ok, I'll just reduce their abilities, without making them a disadvantage - it's a bit hard though since they multiply output in binary and trinary systems. I think I will add a weaker non-crystalline solar plant, too, that doesn't grow any minerals (the rads would represent solar energy).

PvK

Tnarg April 1st, 2002 08:13 AM

Re: Proportions Version 2.0 available
 
What exactly are these AI general files download going to do, and will they automatically be introduced to the Proportions 2.0 file, or will I have to do a little trickery.

Tnarg April 1st, 2002 08:46 AM

Re: Proportions Version 2.0 available
 
Is it possible to use a ship set from the Universal Ship Yards in the Prop 2.0 mod for my self to play?

Fyron April 1st, 2002 08:57 AM

Re: Proportions Version 2.0 available
 
Yep. Just copy it into the Proportions Races folder, and you'll be good to go! Just make sure not to let it ever be under AI control, as that could cause problems.

PvK April 1st, 2002 08:59 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tnarg:
What exactly are these AI general files download going to do, and will they automatically be introduced to the Proportions 2.0 file, or will I have to do a little trickery.<hr></blockquote>

I haven't studied them yet, but I assume they will alter the AI races slightly, but mainly will get them to choose characteristics and traits more effectively. Since I changed the values of these without tweaking the AI setup, in some cases some of the AI's may not spend enough points or not take any traits (spending all their points on characteristics).

You would just want to extract these files on top of the Proportions AI files. They aren't in 2.0 but I will add something like this when I get around to doing 2.1.

PvK

PvK April 1st, 2002 09:08 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tnarg:
Is it possible to use a ship set from the Universal Ship Yards in the Prop 2.0 mod for my self to play?<hr></blockquote>

Fyron is right, but if you just want to use the ship sets and not the AI (which will be designed for another mod), you can put them in your SE4/Pictures/Races folder. You'll still be able to select the ship set when creating an empire running Proportions. Just don't set it to use the minister style of the race - choose aggressive, defensive, or neutral.

I think though that if you do include the AI files for the ship set, and you DON'T choose some of those empires, and then generate random AI empires for a game, it might choose one of those AI's, and try to use the ship set's non-Proportions AI, in which case, it would be best to either remove the AI files from those ship sets, or add renamed copies of some Proportions AI to a Proportions/Pictures/Races/[nameofshipset] folder.

I hope that made sense... http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

Fyron April 1st, 2002 09:16 AM

Re: Proportions Version 2.0 available
 
I think that all he wanted to do was use one of the races for his empire, so I didn't go and make a long-winded post like yours. http://forum.shrapnelgames.com/images/icons/icon12.gif You answered an unasked question. http://forum.shrapnelgames.com/images/icons/icon7.gif Of course, the question was bound to come up sooner or later anyways, so it's probably best that you answered it now. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK April 1st, 2002 09:20 AM

Re: Proportions Version 2.0 available
 
Ya, I'm getting sleepy, so I shouldn't be trying to answer questions. http://forum.shrapnelgames.com/images/icons/icon12.gif Your answer to Dogscoff on the other thread points out too that I should have said that if the pictures are in the main se4/pictures/races/my_race directory, then there needs to be a blank folder called Proportions/pictures/races/my_race.

PvK

Fyron April 1st, 2002 09:38 AM

Re: Proportions Version 2.0 available
 
Yeah, sleep-deprivation makes fools of us all. I should probably be getting to bed soon too, so I don't start acting like you. http://forum.shrapnelgames.com/images/icons/icon12.gif (j/k)

Sinapus April 2nd, 2002 01:39 AM

Re: Proportions Version 2.0 available
 
Just out of curiousity, how does that "Check Population Growth" setting in Settings.txt work? The default is 1 (which I guess is once every turn) and proportions mod is set at 10 (which is apparently every ten turns...)

Does it apply the full growth rate every ten turns at that setting, or does it now take 100 turns for a population to grow as much as it does when set to 1?

oleg April 2nd, 2002 02:32 AM

Re: Proportions Version 2.0 available
 
Tnarg, do as Pvk said:

Extract files from my zip and sort them into
appropriate folders, for example
terran_ai_general.txt should go to
proportions/pictures/races/terran

I fixed points for 2000 start only, if
you want 3K and 5K, you will have to it yourself
and we all will appreciate very much if you
posted it here.

I have 2K .emp files for all standard races, if anybody want, I can post them

PvK' saurok .emp is not a new race but a test file to make sure everything is OK with directories structure.

PvK April 2nd, 2002 04:21 AM

Re: Proportions Version 2.0 available
 
It slows population down by a factor of ten, in Proportions.

The way it works is, the game increases population the same way it used to, but it only does it every tenth turn (once per year). The number can be set to whatever you like, but setting it to ten seems to put the average more or less on par with industrialized humans, it seemed to me.

However, this makes a massive difference in the population growth of low-population planets! This is because SE4 rounds UP any population growth to a minimum of one million people. With the pop growth check set to 1, that means you get AT LEAST one million people per planet per turn, even if you only had one million there to begin with - that is, for a planet with one million colonists, a reproduction rate of 1000% per year (or more, considering there is no mortality rate)! In Proportions, this is still a fairly obscene 100% per year for the first year, but then it quickly tapers down in later years to 50%, 30%, 25%, 20%, 17%, etc. until it reaches the actual reproduction rate, which by the way is only 1/10th of what the game shows it as, because the display does not factor in the growth check rate from settings.txt. That is, in Proportions, if it says 10% growth per year, it's actually 1% growth per year (minimum 1 million per year).

I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.

PvK

Edit: corrected verb form, and removed mathematically dubious parenthetical comment about rate.

[ 02 April 2002: Message edited by: PvK ]</p>

oleg April 2nd, 2002 04:45 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.

PvK
<hr></blockquote>

Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.

RabidFan April 2nd, 2002 04:57 AM

Re: Proportions Version 2.0 available
 
Every time I play this wonderful mod, I run into a situation where I get an "Integer overflow" message. Anyone have any ideas on this. I do like to play on large maps....

I do have a saved game where I can get it to happen everytime in one move....

PvK April 2nd, 2002 05:02 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by oleg:


Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.
<hr></blockquote>

Yes, although I don't think the SE4 pop levels can be taken literally, and make sense under a critical eye. I think it only makes sense as an abstract measure of effective working population, including their equipment and the level of infrastructure and other development on the planet.

That is, even 400 years from now, I don't expect one million effective, educated citizens to become two million effective, educated citizens, in one year. That would require some amazing technology to accelerate fertilization, growth and learning (and automatic cultural brainwashing). Genetic Abuse Tech Level 12 and Cybernetic Societal Abuse Tech Level 12?

The way I see it, it's just that if you dump a bunch of colonists on an undeveloped planet, they have an immense project ahead of them to develop even enough shelter, farms and industry to keep themselves alive. The initial pop growth I see as this initial work, rather than a hyperactive breeding frenzy. If everyone got pregnant with twins immediately after landing, it would be a disaster and not a great triumph for a colony.

PvK

PvK April 2nd, 2002 05:04 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by RabidFan:
Every time I play this wonderful mod, I run into a situation where I get an "Integer overflow" message. Anyone have any ideas on this. I do like to play on large maps....

I do have a saved game where I can get it to happen everytime in one move....
<hr></blockquote>

Please send me the saved game. I think it may be from the AI building a scad of units, and this error may have been fixed in Gold 1.65.

PvK

Cornelius Scarecrow April 2nd, 2002 08:58 AM

Re: Proportions Version 2.0 available
 
Simply remarkable Mod PvK. one of the finest I've played.

I am having a little problem with 2.0 at the moment however. Maybe I've run into a bug...

In any event, it's with the ECM component. No matter how high I research combat support, the availible ECM component remains at level "1a". I mean, it keeps telling me after I've researched to a new level that ECM II etc. is availible, but when I go to upgrade or add the component, it's perpetually "1a"...?

- Cornelius Scarecrow esq.

Fyron April 2nd, 2002 09:07 AM

Re: Proportions Version 2.0 available
 
Sounds like a family component/placement problem in the data file.

PvK April 2nd, 2002 09:08 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Cornelius Scarecrow:
Simply remarkable Mod PvK. one of the finest I've played.
<hr></blockquote>


Thanks!

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
I am having a little problem with 2.0 at the moment however. Maybe I've run into a bug...

In any event, it's with the ECM component. No matter how high I research combat support, the availible ECM component remains at level "1a". I mean, it keeps telling me after I've researched to a new level that ECM II etc. is availible, but when I go to upgrade or add the component, it's perpetually "1a"...?

- Cornelius Scarecrow esq.
<hr></blockquote>

Yes, I originally had it so that various types of electronic warfare (EW) components would appear with "show only latest", but a player noticed that this had the unacceptable side-effect of making their effects stackable. So, I had to remove that luxury. Now, in order to see all the variants of EW components available, the player must un-check the "show latest only" button.

As with several aspects of Proportions, there is an unclear choice presented between different components to deploy. In a sense, the Ia is better than the mark II in that it is smaller and cheaper. From another perspective, the II is better because it has the greatest effect.

PvK

PvK April 2nd, 2002 09:43 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by RabidFan:
Every time I play this wonderful mod, I run into a situation where I get an "Integer overflow" message. Anyone have any ideas on this. I do like to play on large maps....

I do have a saved game where I can get it to happen everytime in one move....
<hr></blockquote>

Ok, I tested this and the cause was the massive hit points of all the defenders of the enemy homeworld you were trying to attack. This crashes Gold 1.60 with the "integer overflow" error, but not Gold 1.66 (the current beta Version for the imminent first patch).

HERE is a patch for the components file that makes infantry weaker but should reduce the chance of integer overflows until the first Gold patch removes the problem.

PvK

Elmo April 2nd, 2002 06:28 PM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:


snip..., but not Gold 1.66 (the current beta Version for the imminent first patch).

PvK
<hr></blockquote>

How imminent? C'mon Richard throw us a bone. At least a listing of the fixes from 1.60 to 1.66.

Elmo

PvK April 2nd, 2002 07:07 PM

Re: Proportions Version 2.0 available
 
As soon as the testers stop finding quick/important things to fix. I think someone already posted the items 1.61-1.64, didn't they?

PvK

Elmo April 2nd, 2002 08:21 PM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
As soon as the testers stop finding quick/important things to fix. I think someone already posted the items 1.61-1.64, didn't they?

PvK
<hr></blockquote>

I did a search on 1.61 and only this thread comes up in the Last 30 days.

Gorgo April 2nd, 2002 08:31 PM

Re: Proportions Version 2.0 available
 
This is what Mephisto posted at the time:

Version 1.64:
1. Fixed - Resource modifiers were going into negative percents.
2. Fixed - Integer overflow with large numbers of units in combat.
3. Changed - Increased the "maximum number of ships per player" and the
"maximum number of units per player" selection to have an
upper limit of 20,000 each on the Game Setup screen.
4. Fixed - Maintenance cost displayed for designs was not taking into
account abilities of that design.
5. Added - You can now use an AI_Construction_Units.txt file with your
AI. The file will only be used if it exists. This supplements
the AI_Construction_Vehicles.txt file with specific units to
purchase. See the AI_Construction_Units.txt file included for
more details.

Version 1.63:
1. Fixed - The AI was not matching class names correctly from the Vehicle
Construction file.

Version 1.62:
1. Fixed - The AI was not purchasing colonizing ships.
2. Changed - Put in opening screen from release Version.
3. Added - More details to AI Fleet order debug output.
4. Fixed - AI was not creating multiple designs which were of the same AI
Design Type (even if they had different names).
5. Fixed - Troops were not using their shields in ground combat.

Version 1.61:
1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow
for the design name or the design type. The term "Colonizer" is
till hard-coded to be evaluated to the needed type of colonizer.
When looking for the design to build, the game will look for the
latest design which matches the design name. If no match is found,
then the latest design which matches the design type will be located.
If neither is found, this purchase item will be skipped.
2. Added - Added an optional file called "DebugSettings.txt". This filed should
be placed in the SE4 directory and controls whether certain debug
setting are used in the game (if the file is not present all of the
debug settings are turned off). See the file for complete details.

Rollo April 2nd, 2002 08:52 PM

Re: Proportions Version 2.0 available
 
Okay, here is an update.

_________________________________________

Version 1.66:
1. Fixed - The wrong System Physical Type was set on some of the nebulae
systems in the SystemTypes.txt file.
2. Fixed - Problem in the SE4 Map Editor which would cause Access
Violations when you edited abilities.
3. Fixed - Cloaked minesweepers will decloak their entire group if they
encounter a minefield (regardless of their minister settings).
4. Fixed - Improved the AI's calculation of resources available for purchases
of ships and units.
5. Fixed - The Construction_Units.txt file can now have a list of comma separated
colony types.
6. Fixed - Multiple items from the Construction_Units.txt file were being added
each turn to the same construction queue.
7. Added - Added "Percentage of Resources To Reserve For Unit Construction" field
to the Construction_Units.txt file.
8. Fixed - "Lucky" racial trait was not always working.
9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence
Chance - System" were not always working.

Version 1.65:
1. Fixed - Range check error when AI was processing its turn and
was trying to launch drones from a planet.
2. Fixed - Display error where the Fighter report would display
in the upper left-hand of the Main window.
3. Fixed - QuadrantTypes.txt had a misspelling which caused spatial
ruptures to not show up.
4. Fixed - Fleet name generator was incorrect for fleet numbers over
100.
5. Fixed - Combat Simulator would remove a fleet when you tried to add
the first ship to it.
6. Changed - Fighters with zero supplies only get one movement per turn.
7. Changed - Ships and fighters with zero supplies get zero shields.
8. Changed - Ships and fighters with zero supplies will not be able to fire
any of their weapons.
9. Changed - Drones can only target planets, ships, and satellites. Fighters,
mines, and other drones are too small to target.
10. Added - TCP/IP Host dialog will display all valid IP Addresses for the
host's machine.
11. Added - TCP/IP Player dialog now allows the player to select which source
IP Address they wish to use for play (the selection defaults to
the first available).

Elmo April 2nd, 2002 09:22 PM

Re: Proportions Version 2.0 available
 
Thanks guys.

bstripp April 2nd, 2002 11:56 PM

Re: Proportions Version 2.0 available
 
Great Mod! However, here is the odd thing that I am finding. I make a population transport with engines, cargo bays, and supply storage. When I try and use it to move population, it gives me an error saying that "it can not contain any more cargo". However, when I look at the cargo screen it shows 0/910k available.

Also, I can load satelites into the ship. It just appears that population does not work. Any thoughts?

bstripp April 2nd, 2002 11:59 PM

Re: Proportions Version 2.0 available
 
Ok, further notes... it seems that if you place supply cargo bays and standard cargo bays onto a ship, then the ship will not pick up population... when I drop the additional supply containers then I can make a population transport.

Fyron April 2nd, 2002 11:59 PM

Re: Proportions Version 2.0 available
 
Each unit of population (1 Million people) takes up 1000 KT of cargo. Have you noticed that the colony ships have 1000+ kilotons of cargo space, and yet can only load 1M people?

geoschmo April 3rd, 2002 12:34 AM

Re: Proportions Version 2.0 available
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Imperator Fyron:
Each unit of population (1 Million people) takes up 1000 KT of cargo. Have you noticed that the colony ships have 1000+ kilotons of cargo space, and yet can only load 1M people?<hr></blockquote>That is correct from what you have said. If each 1 mill of pop takes up 1000 Kt, you would need 2000+ Kt to hold 2 mil of pop. Cargo can only be stored in whole units.

Geo

Devin D.Bass April 3rd, 2002 01:16 AM

Re: Proportions Version 2.0 available
 
It seems that MOD is getting considerable attention that must mean that it is good.
However I have a question...I am solo player only is this mod suitable for single player against the AI? If so, how would rate the AI?

PvK April 3rd, 2002 01:52 AM

Re: Proportions Version 2.0 available
 
Yes, 1000 cargo spaces are needed for each population unit. Less than that, and your transport will only be good for units.

Devin, the AI is doing all right now, with some areas of foolishness that I will eventually patch. It depends on your level of skill with SE IV, and the level you play on. If you are a beginner, then the AI in Proportions is probably fine. If you're skilled, it may still be a challenge if you turn up the AI bonus and/or take the "reduced planetary exploitation" trait without using the points it gives for other abilities, then it will probably still be interesting and challenging. I recently looked at a game one player was in who was giving the AI an advantage, and he had a major challenge ahead of him.

However, I will say that once I take the time to tweak the AI's and take advantage of the new features coming in Gold patch 1, the AI in Proportions should get very tough. &lt;evil grin&gt;

PvK

RabidFan April 3rd, 2002 05:27 AM

Re: Proportions Version 2.0 available
 
Just a note, PvK has checked out my Integer Overflow issue with my saved game and it is fixed in the upcoming patch that has been said to be coming real soon.


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