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  #1  
Old March 4th, 2003, 03:39 PM

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

Quote:
Originally posted by oleg:
Norak does not design Population transports.
Reason is simple:
"must have ability 1" should be "cargo storage", not "star - unstable"
Here is modified Norak_AI_designcreation.txt
1046567994.txt

Kind of silly to load whole file because of two words but it WILL help Norak AI ! Some other races may have same problem, did't check all.
Oleg, why all transport have the star-unstable ability?
Is that the way it should be?
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  #2  
Old March 4th, 2003, 03:49 PM

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

Quote:
Originally posted by PvK:

The armored plating though tends to go best with a lot of armored structure, or a whole ton of ablative armor. Ablative armor is also really good for combining with other hit-first types like emissive, stealth, or scattering scale-mounted armor. So, it's really a matter of what you want, how much you want to pay per ship, and what you're fighting.

PvK
Thanks. I replaced the armored structure with Ablatative armor.
Now I have my three BattleCruisers with one scaled Ultra Armored Plating and four Ablatative armor components.
The problem was that the hits were going through my previous armor of Ultra Armored Plating and Ultra Armored Structure.
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  #3  
Old March 4th, 2003, 03:53 PM

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

Quote:
Originally posted by oleg:
OK, I think the problem is in AI_construction_vehicles.txt file. In contrast to "normal" AI, neutrals have "colonizer" entry only in explore and not connected states. If for some reason AI in any other state, it won't build colony ships. Here is my quick fix:
1046742418.txt

Replace neutral001_AI_construction_vehicles.txt with this new file. (proportions/pictures/raceneutrals/neutral001 folder. If it fixes the problem, other neutrals should have this file too !!
Thanks. I'm sure this was the problem. Both Neutrals I've seen were under constant attack. The AI state probably was in short or long term defense.
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  #4  
Old March 4th, 2003, 03:53 PM
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oleg oleg is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
quote:
Originally posted by oleg:
Norak does not design Population transports.
Reason is simple:
"must have ability 1" should be "cargo storage", not "star - unstable"
Here is modified Norak_AI_designcreation.txt
1046567994.txt

Kind of silly to load whole file because of two words but it WILL help Norak AI ! Some other races may have same problem, did't check all.
Oleg, why all transport have the star-unstable ability?
Is that the way it should be?

Actually no here is why : when AI see "cargo storage" ability, it uses the component with highest value. This is fine untill it discovers "population module" or what is name ? - the big 400K module with capacity 1M. Now, it can not use standard cargo bays on troop transports, carriers, etc.

One way around is instruct AI not to research these modules at all. But I thought it is just not cool Thus, PvK introduced special bogus ability for cargo bays I - "star unstable" Now AI can use them if you use this new ability in design_creation. There is a catch though - for AI to use transport hull design should have
"must have ability1 := cargo storage" if you replace it with "star - unstable" here, AI will not pick up transport hulls. This is all quite complicated but I think I get it sorted in my AIs and in fact it makes AI modding more exiting !
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Old March 4th, 2003, 04:10 PM

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

Quote:
Originally posted by oleg:
[QB
There is a catch though - for AI to use transport hull design should have
"must have ability1 := cargo storage" if you replace it with "star - unstable" here, AI will not pick up transport hulls. This is all quite complicated but I think I get it sorted in my AIs and in fact it makes AI modding more exiting ![/QB]
Lol, this explanation alone gave me a headache.
But now I know how to mess around with the AI designs....Muuuaaaaaaahhhhh.
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  #6  
Old March 4th, 2003, 04:15 PM
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dogscoff dogscoff is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Yeah, I agree. Neutrals are nothing more than a bonus to the human player.
In the standard game, yes, but not so much in Proportions. Their homeworlds are as good as anyone else's and I have fought long drawn out campaigns against them, because they have to concentrate their defences in one system unlike regular empires who spread themselves thin across many systems.

True, there's nothing to stop you parking a fleet just on the wrong side of their warp point and dumping drones on them, but neutrals in proportions are by no means easy meat.
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Old March 4th, 2003, 04:49 PM

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

Quote:
Originally posted by dogscoff:
quote:

Yeah, I agree. Neutrals are nothing more than a bonus to the human player.
In the standard game, yes, but not so much in Proportions. Their homeworlds are as good as anyone else's and I have fought long drawn out campaigns against them, because they have to concentrate their defences in one system unlike regular empires who spread themselves thin across many systems.

True, there's nothing to stop you parking a fleet just on the wrong side of their warp point and dumping drones on them, but neutrals in proportions are by no means easy meat.

Actually all you need is about 6+ Carriers with 40% Fighters, 40% Fighter-Bombers some Anti ship/Base, and 20% Cluster bombers a few Troopships full off infantry. From as much as one sector away from the AI Home World. (assuming your Fighter techs is comparable to there ship/base techs).

Fighters set (Strat Menu) to engage Fighters, Sats and Ships etc. (NOT PLANETS)

Fighter Bombers set default (Optimal Range) or make your own avoiding planets as well.

Cluster Bombers also set (to Optimal range, but there only carrying Cluster bombs only and should have at least one Combat movement (preferred) slower then other fighters.
~
1st Wave: Send Fighters and Fighter/Bombers with enough Fighter Bombers (some fighters also if AI CVs are present) to defend the fleet. (Fleet remains on station with relative impunity about a sector away) This wave should take out most to all Bases and Ships the AI has over its home world. How ever you may loose a great deal of your Fighter bombers, unless you avoid engaging planets with them as well. In that wave.

2nd Wave: Launch but do NOT send Cluster bombers with first wave. Time that wave to attack the turn after the first wave. You should have Fighter cover left from the previous turns attack for your cluster bombers. (keep a careful eye on any reinforcement the AI may bring to bare and strike there ships with Fighter-bombers from afar).

Third turn:
With the right amount of cluster bombers getting thru to the Planet (Observe that battle report and/or check the planets Last Unit cargo) you should now be ready to send in your main body with Troop Ships and a few Thousand Infantry (Fleet orders Capture Planet), be sure to have transports from the Home System ferrying troops on a regular bases, it may take in access of 6000-10000 infantry to capture a Home World in fair order.

[ March 04, 2003, 14:56: Message edited by: JLS ]
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