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Old July 11th, 2009, 07:54 PM
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Arralen Arralen is offline
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Post Re: Attempting to improve the AI for Proportions 3.05

Hi Peter,
at first let me say, I really have trouble running Proportions 3.07

Overall, 3.06 seems to run fine - but it's only turn 23 so there might be more to come; here some remarks ... :

- why did you switch to CD music?

- drones with Design Type: Probe and Hull: Probe still are only usuable as attack drones; there's no way to move them like normal ships (move to, warp), only an (A)ttack button

- planets can launch drones remotedly, but not recover them (button's there, but it doesn't work; presumably not your fault)

- design type "satellite layer" is missing

- some tech costs feel unbalanced and "random"; this mostly apparent in high tech cost game with 1 start planet; e.g. Biology-1 costs 100k, while Astrophysics-1 costs only 85k - yet Bio-1 is the prerequisite for Medical Technology, which you need to keep your pop from diseases

- small starliner can use up to 6 engines, yet the starliner module is so big that there's only place for 4 left, and non for supplies, so range is severely limited.

- engine sizes/numbers vs. speed are unbalanced; a scout with effective engines only can move 5, while civil ships can get 3 at best; colonizing is a PITA with speed 2 ...

- Satellite Bay I can only house 1/2 a lvl 1 small satellite ?! (40kt space vs. 80 kt sat)

- 1st level of advanced armor completely negates direct fire fighter weapons .. and "Fighter I" costs 175k, while Armor only is 40k +100k(chemistry)

- max. number of systems is upped to 130 from 100, yet "high number of AI players" is still 6-10.

- isn't "Minimum Empire Point Storage := 500000" slightly excessive?

Some Settings.txt entries don't make sense to me, too:
Code:
Maximum Mines Per Player Per Sector                                   := 13
...
Maximum Planet Percent Value                                          := 1000
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