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  #1  
Old March 3rd, 2005, 10:51 AM

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Default Re: Proportions Mod version 3.0.3 in the works...

http://www.latibulum.com/pvk/proportions/

seems to be up (again?).
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  #2  
Old February 10th, 2005, 10:48 PM
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Default Proportions Mod version 3.0.3 posted

Glad to help!
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  #3  
Old February 10th, 2005, 10:51 PM
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Default Re: Proportions Mod version 3.0.3 posted

Ok, I decided to rename the thread and put the release announcement here.

Version 3.0.3 of Proportions Mod has been posted to the Proportions mod web page. (Was posted on Saturday and announced to PBW players already, but I couldn't reach the forum on Saturday.)

Code:

Changes Log:
============


Version 3.0.3:

--------------
New Additions:
--------------
* Added Anti-Matter Warheads, a powerful branch of Anti-Matter Technology
which after much research can multiply the effect of explosive warheads.
* Re-added Anti-Matter Torpedoes, now as an advanced weapon requiring both
torpedo technology and anti-matter warheads.
* Re-added Quantum Torpedoes, now as a very advanced weapon.
* Added Quantum Beam weapons.
* Added religious zealot and holy infantry types.
* Added three levels of AFV Emissive Armor.
* Added Minefield Scanner Jammers.
* Added Single Satellite Launchers.
* Added laser fighter weapons.
* Added charged particle blaster fighter weapons.
* Added laser AFV weapons.
-----------------
Gameplay Changes:
-----------------
* Renamed Small Anti-Matter Torpedoes to Small Explosive Torpedoes and
changed the tech requirements for levels II and III to make them
available in the 3.x research tree. They now come with various
combinations of research in Small Weapons, Torpedo Weapons, Advanced
Explosive Torpedoes and Explosive Warheads.
* Changed damage and cost of AFV Phased Polaron Beams to counter-balance
lack of support for shield penetration by the game engine.
* Rebalanced troops' High Explosive Missiles, increasing firepower but
decreasing accuracy.
* Added a small to-hit bonus to Surface Electric Discharges for balance.
* Changed non-working AFV Time Distortion Burst quad shield effect into a
to-hit bonus.
* Re-set crew quarter requirement for Scouts back from 0 to 1, since
building Scouts without crew quarters halved their speed in practice,
though not on the design screen.
------
Fixes:
------
* Corrected supply ability of Anti-Matter Reactors IV and V.
* Corrected (added) radioactives cost of Small Arms IV.
* Corrected number of tech areas required for Elite Infantry.
* Removed supply use requirements from ring & sphere world generators,
because a bug was causing them to fail even with enough supplies. (4)(5)
* Corrected supply use of Small Ion Engine II x 2. (4)
* Corrected actual mine laying rate of Mine Layer III. (4)
* Removed scale mount trick for Minefield Signature Suppressors. (2)
* Multiple elite Weapons Platform Command Centers no longer stack. (2)
* Emissive armor effects for AFV's removed and added to structure, because
I believe they did not have any effect. (2)
* Balanced (increased) costs of AFV shields, because they had been balanced
for shield depleters, which were removed from ground units in Proportions
version 3 for strong suspicion of not working right. (2)
* Changed damage from Cargo Maintenance Problems from 1 to 250. (2)

---------
Cosmetic:
---------
* Added Advanced Explosive Torpedoes to the changes log for version 3.0.2,
where they were added.
* Corrected Sphere World Placement Generator requirement description to
read GT instead of MT. (5)

((2) Thanks to Alneyan for reporting these!)
((4) Thanks to MishimaYukio for reporting these!)
((5) Thanks to Mylon for reporting these!)



PvK
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  #4  
Old February 20th, 2005, 11:14 PM
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Default Re: Proportions Mod version 3.0.3 posted

Good feedback on the AI issues, guys. I really haven't taken time to look at the AI at all since 3.0.1, and then I just did basic tweaks to get them to research and build working colonizers.

Before 3.0, the AI was much better, although not really wonderful.

I do think it would probably be possible to make an AI that would work well in 3.x, but it would take a lot of time, which I'm not going to be able to devote myself. I do, however, know what can be done, and would be very happy to give tips to anyone who wants to try to fix it.

First, any AI needs to be based on (or at least import a whole lot of changes from) a Proportions 3.x AI, and not an AI from the unmodded game.

The worst problem is building Cultural Centers on colonies (as that won't get accomplished for 1000 turns or so). Which AI have people seen this with? The unmodded AI will do this because it is set to go for resource production or research abilities. The Proportions AI's are set to instead look for bogus AI tags which get them to build the right types of facilties. It's possible though that the changes to facility (especially homeworld) abilities in 3.0 have broken that solution, but it should be correctable.

The next worst problem is probably the Base Space Yard issue. The problem is probably from trying to fit an Orbital Space Yard on a 500kT base. In order to avoid having the AI try to upgrade and fail, we probably need to add a new bogus AI tag that allows the AI's to build two types of bases: ordinary spaceyards on 500kT bases, and OSY's on 1000kT bases.

Fighters should be do-able by the AI, but will require re-doing all of them, because the fighters are a lot different in 3.x.

Empires designed to use Meson Blasters and APB's will need to be adjusted to research and design for Lasers and Charged Particle Beams.

Probably the best overall approach is to try to get one AI working doing what it should, and once that's done, base the other AI's off of it.

The whole sequence of what makes sense to do, what ship designs work, and what economic strains come up first, is different in 3.x vs. 2.x, so there is probably a lot of work to do to get that right. The way I did it in 2.x was to watch the AI play a game, see what it was doing wrong, and make changes, then go back and watch it again, and repeat and repeat.

It's a lot of work. Other options to help are to give the AI a bonus, and/or to add some AI-only racial techs to give them advantages (as JLS did for AIC mod).

PvK
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  #5  
Old February 20th, 2005, 11:53 PM
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Default Re: Proportions Mod version 3.0.3 posted

Mine is far from good but it does work for a hundred (?) turns or so. (At least that's as far as I've taken it). It's a little off because I had wanted to use fighters for it, but..ah well. If I get time to work on it more, I will, but this one works decently well. So long as it can get a Refining colony, anyways- it may be a good idea for homeworlds to start with a radioactives facility, the AI isnt smart enough to scrap and build one, after all.

I haven't tested the latest research build but it should work.

http://www.deadlyshoe.com/lunar.zip

Can extract this to your SE IV directory, assuming your proportions directory is /proportions/, sorry for the mess and that it uses its own pic directory. I didn't want to screw anything up while I was messing around. It actually just usces the Praetorian set with a L pasted across it.

it typically tries to build 3 structures of the appropriate type and then a major facility. It uses OSY bases. The race is set up so it has crappy aggressiveness, so the base early warship is limited at 200kt to maximize to-hit bonus. It doesnt start bigger ships until cruisers, and prefers seekers on those. If you load the test savegame, the Bodroba States are next door and present quite a challenge since the race is crystal tech and the Bodroba use DUCs (skipping armor) and small fighting ships (v. hard to hit). The colony setup is pretty crappy, though.
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  #6  
Old February 21st, 2005, 12:49 AM
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Default Re: Proportions Mod version 3.0.3 posted

Thanks TheDeadlyShoe!

I imagine this will be a good start to getting other AI's to work.

PvK
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