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April 11th, 2002, 06:00 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
Thanks very much D. for your kind offer.
I'm gonna try a workaround and see if my wife can download it (they don't have the same firewall restriction where she works). I don't want to put anyone out if I can avoid it. If my idea doesn't work, I'll take you up on your offer.
Thanks again.
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[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 11th, 2002, 07:21 PM
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Corporal
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Join Date: Mar 2002
Location: NJ, USA
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Re: Proportions 2.1 available
PvK,
What's the reason behind making the new tri-polar map the default. Does the AI work better with it vs. others?
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[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 11th, 2002, 08:35 PM
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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
The Tri-Polar quadrant is just my current favourite. I like the layout and variety of the quadrant shapes and connections it creates, and it's the Last one I tweaked. It is pretty good for the current AI because it has a relatively low number of planetless systems. The Sidereal type is pretty good for the AI, too. I'm hoping to steal some time to tweak the AI a bit for 2.2, and then that'll matter less.
I am thinking that Gold 1.67 does have an issue with the AI for Colony Ship design in Proportions, so I'll try to come up with a 2.2 to deal with it, as soon as my spare time allows (I'm not sure what I need to do to fix it, but I think/hope it might be simple.)
Oleg, thanks for the comment on the Temporal Shifter. Let's see... hmm, yes, I think you're right - I'll extend the highest tech level in about the same way as with the NSP.
PvK
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April 11th, 2002, 09:07 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
BTW, it looks like the Proportions 2.1 AI does design and build colony ships... eventually. With the new Gold patch supporting new means of controlling AI production, however, the next thing to mod is clearly some better Proportions AI's.
PvK
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April 12th, 2002, 01:47 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions 2.1 available
As a Last resort you can simply low the colony ship cost. It will not affect the game dynamics too much I think. The bottleneck is still the extreme dependence of construction rate from population and very high cost of hugh level cultural facilities. The slow speed of colonisers are a factor too. I believe that small tweak of colony ship cost should solve this problem.
__________________
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 12th, 2002, 02:59 AM
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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
Well, actually it's now looking like a fluke or intermittant problem, or a 1.66 issue rather than a 1.67 issue. I only saw it not building colony ships in one test game in 1.66, and apparently in an all-tech-known (not really appropriate for Proportions, anyway) game in 1.67, which I might just not have run long enough. So, I'll keep an eye on it, but I think I may have been prematurely worried.
The AI tweaks though are working out well. It appears that once I get some AI's customized for Proportions and Gold 1.67, it will be a lot more effective. <evil grin>
PvK
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April 13th, 2002, 01:26 AM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
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Re: Proportions 2.1 available
Is it right that a transport ship in this mod only hold 4M? 
__________________
Kill em all let God sort em out
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