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April 22nd, 2004, 03:52 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Players wanted for PBW PvK Proportions Game #1
Quote:
Originally posted by alarikf:
... I am curious regarding one more aspect of the Proportions mod. You have a number of interesting and perhaps unique quadrant map types in the mod. While I don't pretend to understand how they work, I'm wondering whether they are needed for Proportions. I mean, why have new map types, the old map types would work fine, right? Is there a play-balance issue? Other issues?
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The old map types work fairly well... except if you are playing against the AI, then it might be good to use the default "Low-Gravity Tri-Polar" one - the Low Gravity refers to the reduction in things like Black Holes, which the AI doesn't know to avoid with its low-tech speed-2 colony ships (And it doesn't learn: oh nooooooo... ... oh noooooooo.... ... oh noooooooo...).
The "Rich" ones can also be good for Proportions from a certain perspective, in that they provide many warp connections so there are fewer bottlenecks and more access for slower ships.
I think the others are mainly there for variation. Proportions plays with the planets and systems in a few ways, adding bogus ruins and more abilities (and more varied and less predictable values) to some of the objects and warp points.
You can pretty much play Proportions games in systems generated by the unmodded game or by FQM or whatever. Though the high-asteroid Versions of (some Versions of?) FQM can run amok with the economy by provinding huge (essentially unlimited) amounts of mining income.
PvK
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April 23rd, 2004, 05:44 PM
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First Lieutenant
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Join Date: Mar 2001
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Re: Players wanted for PBW PvK Proportions Game #1
Bogus ruins are those with the ruin text bullet but without identifier, right? In which txt file can I find that?
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April 24th, 2004, 09:33 AM
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National Security Advisor
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Re: Players wanted for PBW PvK Proportions Game #1
I saw Fryon's description of that bug, but it's not something I've witnessed myself in Proportions mod. I just tried to find such in a test game with omnipresent view of all systems, and I sure don't see any difference. They all have both an icon and a bullet description.
The file in question is StellarAbilityTypes.txt.
I think perhaps Fryon has seen it without the symbol if you specify ZERO for Val 1 of Ancient Ruins Unique. He said you actually had to create bogus unique tech areas for each planet ability type, and I didn't do that in Proportions. However, what I did do, was give each ability type a unique tech area NUMBER, even though there is no actual tech area for them.
As far as I can tell, this works just fine in Proportions. If not, I'd like to see an example screenshot pair, and/or turn file.
PvK
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April 24th, 2004, 09:52 AM
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Lieutenant General
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Re: Players wanted for PBW PvK Proportions Game #1
It is the AIC issue, not Proportions
Latest Version of AIC that utilises FQM has this unfortunate feature.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 24th, 2004, 10:06 AM
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National Security Advisor
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Re: Players wanted for PBW PvK Proportions Game #1
Ah, ok. 
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April 24th, 2004, 06:32 PM
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First Lieutenant
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Re: Players wanted for PBW PvK Proportions Game #1
I have taken over the most recent AIC quadrants (setup) into proportions. Just one planet seen so far without identifier... not a big deal.
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April 24th, 2004, 07:17 PM
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National Security Advisor
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Join Date: Dec 1999
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Thanked 33 Times in 31 Posts
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Re: Players wanted for PBW PvK Proportions Game #1
Ok. In that case, I think it would happen during quadrant generation. If you wanted to tweak your hybrid mod, though, to generate new quadrants without that issue, you'd just need to make sure each ancient ruins ability listed in StellarAbilityTypes.txt has a unique value in ability number one.
PvK
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