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  #11  
Old April 29th, 2003, 02:05 AM
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Default Re: Proportions fix list

Yeah, I think I can swing that.

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  #12  
Old April 29th, 2003, 03:45 AM
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Default Re: Proportions fix list

Quote:
Originally posted by dogscoff:
just thought of another one- if you want to include and if you can do so without affecting play balance:

Could you alter the population production modifiers so that i can move a few million off my homeworlds without taking a huge drop in production? Just bumping the threshold from 4000 to 3998 or something would be fine...
4,000 to 3,998?!

Help!

No wonder I am at the bottom of the list in the game I am playing.

Is there a list somewhere that explains the changes from 1.84 Gold? And if so, where is it?
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  #13  
Old April 29th, 2003, 09:37 AM
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Default Re: Proportions fix list

Quote:
4,000 to 3,998?!

Help!

No wonder I am at the bottom of the list in the game I am playing.
eh??? I don't understand.

Quote:
Is there a list somewhere that explains the changes from 1.84 Gold? And if so, where is it?
What, you mean the differences between the unmodded game and the latest Version of proportions? There are probably too many to list, but there's an excellent overview on the official proportions page. Just find any post of PvK's and look in the sig.

[ April 29, 2003, 08:41: Message edited by: dogscoff ]
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  #14  
Old April 30th, 2003, 01:09 AM
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Default Re: Proportions fix list

I think tbontob probably misunderstood what you were suggesting, although I don't know in what way? Maybe he is in a game where he started with 2,000 homeworld population, or he thought you were talking about a typical colony in your empire.

As for the changes list compared to 1.84, there is no complete list of all changes (unless you run a compare program on the data files...). As Dogscoff said, there is a good list on the Proportions web page (see link below), or in the readme.txt in your Proportions directory. The list of changes since the first Version of Proportions is pretty complete, though.

PvK
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  #15  
Old April 30th, 2003, 04:04 AM
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Default Re: Proportions fix list

Hi Pvk!

Well, yesterday I must have tried to access your site about 20 times and got the "Time-out" message.

First try today and I'm in.

Downloaded the mod discription. And it prints out to 16 pages! Going to keep me busy for a while reading it.

No question about it, PvK, you are to be complimented on the dedication and work you have put into this mod!

What I meant was that out of 15 or 16 players in a game I am playing, guess who is ranked 15th or 16th?

The reference to 4,000 and 3,998 was just a way of saying I am not in any way familiar with the nuances of the mod. It was an indirect way of saying I needed help.

Now to take a look at the "readme.txt in the Proportions directory".

Thanx for the help. Everything's cool.
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  #16  
Old April 30th, 2003, 06:47 AM

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Default Re: Proportions fix list

Quick Observation,

Components.txt File
Crew Quarters

Ability 2 Type := Boarding Defense
Ability 2 Descr := Crew resists boarding attempts with the strength of 20 marines.
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0

Could you please explain if this component has the strength of 20 marines then the value is 5?

Here is the Ability.txt File
Boarding Defense
Value1 = Defense strength in ship capture.
Value2 =

Not a big deal, just wanted some clarification.

Thanks for the hard work and great mod.
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  #17  
Old April 30th, 2003, 07:21 AM
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Default Re: Proportions fix list

Quote:
Originally posted by tbontob:
Hi Pvk!

Well, yesterday I must have tried to access your site about 20 times and got the "Time-out" message.

First try today and I'm in.
Yeah, pardon, the web server was down due to power issues.

Quote:

Downloaded the mod discription. And it prints out to 16 pages! Going to keep me busy for a while reading it.


No question about it, PvK, you are to be complimented on the dedication and work you have put into this mod!

What I meant was that out of 15 or 16 players in a game I am playing, guess who is ranked 15th or 16th?
Thanks! Well, you may be behind, but score can be an inaccurate measure of standing, particularly in Proportions. For example, ship tonnage plays a large part in the score, regardless of what is in the tonnage, so your opponents might have a lot of colony ships and starliners, while you have expensive warships which would eat their fleets for lunch. Or, you could be behind. Fortunately, though, falling behind is generally not fatal the way it is in the unmodded game, mainly because the production and research rates tend to be somewhat equalized by the homeworlds and trade.

Quote:
The reference to 4,000 and 3,998 was just a way of saying I am not in any way familiar with the nuances of the mod. It was an indirect way of saying I needed help.

Now to take a look at the "readme.txt in the Proportions directory".

Thanx for the help. Everything's cool.
Glad to help. The readme.txt is pretty much the same thing as is found on the web site - only the bit at the top is different.

PvK
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  #18  
Old April 30th, 2003, 07:32 AM
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Default Re: Proportions fix list

Quote:
Originally posted by SunDevil:
...
Could you please explain if this component has the strength of 20 marines then the value is 5?
...
Thanks for the hard work and great mod.
Thanks SunDevil!

The reason is that each point is worth 4 marines. There are no components with smaller-grained strengths, so it wasn't necessary to have the actual unseen value set to 20.

However, it may be somewhat inaccurate, in that I later learned Crew Quarters inherently (hard-coded in SE4) give a defense value of [I forget what exactly... 1, 5, something]... so actually Props crew quarters are probably stronger than listed. That'd be something to figure out and fix, I suppose. Although, boarding combat is so oversimplified in SE4 that it might not be so bad to have a hidden factor involved.

PvK
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  #19  
Old April 30th, 2003, 08:58 PM

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Default Re: Proportions fix list

PvK,

Name := Efficient Jacketed - Photon Engine II

Ability 4 Type := Warp Point - Turbulence
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0

Do you put this ability with this engine in order for it to be effected by the Warp Point - Turbulence in the Events.txt File?

Is this the only way for components to be affected by specific events is to create an ability within the actual component specification?

Thanks.
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  #20  
Old April 30th, 2003, 10:28 PM
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Default Re: Proportions fix list

No, it's a "bogus ability label" for the AI. It has no effect on ship components, but allows us to trick the AI into building ships that use some of those instead of all inefficient engines.

There are lists of bogus abilities and what they mean at the tops of some of the data files.

PvK
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