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April 9th, 2002, 09:17 PM
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Corporal
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Join Date: Mar 2002
Location: NJ, USA
Posts: 124
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Re: Proportions 2.1 available
Would it harm anything if we took out the second "Rad Resource Staorage III" reference in facility.txt?
__________________
[i]I think I can see my house from here!</i] - Comment by Klingon in the [i]Unexpected</i] episode of Enterprise upon experiencing the Xyrillian-installed holographic chamber showing a simulation of the capital city of Qon'oS.
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April 9th, 2002, 10:32 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Proportions 2.1 available
quote: Originally posted by wr8th:
Would it harm anything if we took out the second "Rad Resource Staorage III" reference in facility.txt?
It won't harm anything if you only play games started after you make that change, and aren't playing with people who haven't made that change.
If you try to play an old game after doing that, then all facilities in the game will transform to a different type of facility. If playing multi-player with someone who hasn't made the change and you have, you should get stopped by SE4 when you try to load the turn.
However, you can avoid breaking things (except the multi-player warning), if you do something like I plan to do for 2.2, and add an unattainable tech requirement. E.g., make the tech requirement for the second one Mineral Extraction level 20.
PvK
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April 10th, 2002, 12:08 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Proportions 2.1 available
I don't know if you've seen this yet, and it is in 2.0, so maybe you have. But here it is anyways.
I just discovered a spatial rupture system, and it says that the "center of the infestation will dammage any ships that enter it." Just a minor typo, but it is rather odd to see that an infestation will hurt me if I enter the center of a spatial rupture. 
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April 10th, 2002, 12:37 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions 2.1 available
OOps... thanks Fyron!
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April 10th, 2002, 08:22 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Proportions 2.1 available
Would a level higher than large fighter, say "shuttle", be unbalanced if one were able to load small boarding parties or landing troops on them?
Also, by adding this 2.1 patch to my newly started 2.0 game, can I expect minor or major problems, or would you just recomend waiting until 2.2.
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April 10th, 2002, 07:29 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions 2.1 available
I don't know if boarding parties work on fighters or not. If they did, they should get a reload time of 30 to prevent one fighter from capturing dozens of small ships. The boarding strength should probably be low enough that it could only capture a ship with one crew quarters and no defensive troops. Since boarding attacks can't combine, this would make for kind of a limited surprise design, although I guess it could be useful against a player or AI that liked to use lots of small ships without shields.
I suppose a REALLY large fighter could be made just to hold a really large boarding party weapon that would have enough men to overcome larger security forces, but it should be very expensive and have reload 30, and the fighter should be slow and not so hard to hit, if it's going to be at all balanced versus conventional ship-mounted boarding parties, because the fighter ones will not require repair after use, and will not have a maintenance cost, and will not require a ship to carry them and lower their own shields to use them, all of which are major advantages.
As for carrying troops, a fighter can't do that, because units can't carry other units. The landing shuttle would have to be a small ship, in which case it'd have to fly to a target by itself, because nothing can carry ships.
Proportions 2.1 can and should be used with existing 2.0 games, I would say. The only major change to existing stuff will be heavy ship mounts, which will suddenly require less space and cost more, meaning designs that use them can now be upgraded to include some more stuff.
There might be an issue with the new Gold patch and Proportions - I ran a test game in Gold 1.66 and the AI wasn't building colony ships, whereas it definitely was with the same Version of Proportions on Gold 1.60. I'll try to figure that out by this weekend sometime.
PvK
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April 10th, 2002, 10:57 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Proportions 2.1 available
quote: Originally posted by PvK:
There might be an issue with the new Gold patch and Proportions - I ran a test game in Gold 1.66 and the AI wasn't building colony ships, whereas it definitely was with the same Version of Proportions on Gold 1.60. I'll try to figure that out by this weekend sometime.
PvK
If I take a look into the release notes, it looks like several issues regarding colonizers have been struggled with:
Version 1.61:
1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow for the design name or the design type. The term "Colonizer" is till hard-coded to be evaluated to the needed type of colonizer. When looking for the design to build, the game will look for the latest design which matches the design name. If no match is found, then the latest design which matches the design type will be located. If neither is found, this purchase item will be skipped.
Version 1.62:
1. Fixed - The AI was not purchasing colonizing ships.
But my guess is this one, due to the extraordinary costs of colonizers in proportions:
Version 1.66:
4. Fixed - Improved the AI's calculation of resources available for purchases of ships and units.
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