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  #1  
Old February 16th, 2003, 02:52 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:

Something wierd I did notice though: They've just started using battleships, and some of them have 2 master computers. Is that normal?

Anyway, just got my first temporal spaceyard IIIs Online, I can now throw out anti-druk battlecruisers in 3 turns=-) Now we'll see some real action...
Aiiiieee! I hadn't realized that this would be added to the mix of problems caused by the new 'default' MC usage. The way the AI designs ships is very mechanical. It goes through the required features one by one and adds whatever is needed to meet each requirement without checking if the ship already has the ability. So even if you make an integrated Combat Sensor/Multiplex-tracking component for example, the AI will add TWO of them to each design unless you remove the call to one or the other of those abilities.

Granted, this might be caused by some special feature of the proportions mod (using non-standard ablities) but it seems equally likely that the AI is grabbing the MC twice in the basic design process. Where are they located in the design? Right at the beginning? Or are they mixed in with the other components? I haven't seen it do this yet, but I've not been playing very much. I hope it's an artifact of Proportions. One MC is expensive enough. Two would make ships outrageously expensive.

[ February 16, 2003, 00:57: Message edited by: Baron Munchausen ]
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Old February 16th, 2003, 04:42 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

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Originally posted by Baron Munchausen:
...Granted, this might be caused by some special feature of the proportions mod (using non-standard ablities) but it seems equally likely that the AI is grabbing the MC twice in the basic design process. Where are they located in the design? Right at the beginning? Or are they mixed in with the other components? I haven't seen it do this yet, but I've not been playing very much. I hope it's an artifact of Proportions. One MC is expensive enough. Two would make ships outrageously expensive.
It is not Proportion' feature. Several TDM races have "master computer" as a call in design_creation file. It is of course redundant now. I did not check the latest TDM but I'm pretty sure this problem will be taken care soon if not yet. My latest AI files (see below) are purged of "master computer" calls.
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Old February 17th, 2003, 10:56 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

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Update for several Proportions 2.5.3 AIs. AI uses new carrier classes. It may cause problems with pre- 2.5.3 It also contains 5 new ship pictures for Pequeninos race. Please let me know how good is this modified AI. I especially interested if new specialised anti-fighter AI ship design works.
1045316333.zip
Cooooooll... thanks.

The second MC was one of the Last components on the design, if I remember correctly. perhaps 5 or 6 spaces from the end.
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Old February 17th, 2003, 03:31 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Which file do I have to tinker so I get 19 Cultural centers and a shipyard in the starting planet instead of 16 Cultural Centers, a shipyard, an Spaceport, a resuply and a Rad complex?
Is it there any graphic for a mega Spaceport-resuply-shipyard-cargo facility that can be set for inaccesible tech and avaliable only for the starting planet?
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Old February 17th, 2003, 03:45 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

You don't realy need them.
Research computers and build robotoid factory and the building that boosts research (forget the name) instaed of spaceport and resuply depot.
You will get more from existing centers than having two more

seriously though, it is not easy to do, you will need to rework facilities.txt file in /data folder.
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Old February 17th, 2003, 04:05 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

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Originally posted by oleg:
seriously though, it is not easy to do, you will need to rework facilities.txt file in /data folder.[/QB]
Facilities.text?
But where exactly it says which building make it to the Homeworld?
I just want a mega space-yard-port that can't be replicated it in a colony.
I love the Homeworld concept in Proportions...

[ February 17, 2003, 14:07: Message edited by: Aloofim ]
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Old February 17th, 2003, 04:23 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I think you can achieve what you want by moving Cultural centers from their own Category into the same Category as spaceports and/or resupply depot. Then SE may chose them in the begining of the game. As to radioactive magaplex - it happens only at full tech start. As PvK mentioned many times, he never intended Proportions to be played that way. It should always be played with low/medium tech.
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