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May 7th, 2002, 03:09 AM
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Major General
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Re: Proportions mod Version 2.2 released
I like 
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May 7th, 2002, 04:43 AM
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Captain
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Re: Proportions mod Version 2.2 released
Let me be the first to say:
Wahooooooooo!
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May 8th, 2002, 01:10 AM
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Sergeant
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Re: Proportions mod Version 2.2 released
Thanks again, PVK.
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May 7th, 2002, 03:14 PM
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Lieutenant General
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Re: Proportions mod Version 2.2 released
PvK, please either move Organic generation into a separate group or at least put them below Organic farms in facility.txt.
I think 99.9% people play SE IV with "show only latest" on in constraction window. As it is now, organig generation facilities are invisible, being override by organic farms. To build them, I must to uncheck "latest only", put them in queue and swith "latest only" back. Extremely inconvinient.  Even worse, every time I research, for example, space yards II and press "upgrade facilities", SE IV tries to replace organig generation V with organic farms III
I still do not like the lack of research requirements for Major city. The fact that several cultural facilities are available from start gives me headache: I must to switch off and switch on "onlly latest" if I want to build cheap town and constantly monitor construction every time I hit "upgrade facilities".
Worst of all, it makes impossible to programm AI to build cheap cultural facilities first and upgrade them later (it always build th latest available). PVK, please assign some research requirements to low-level facilities. IMHO, it will make this mod even more flexible and interesting.
I am rather confused with "unresearcheable tech."
It is only to make older save games compatible with 2.2, right ? Can I delete all these dummy facilities if I want to start a new game ?
I think there is a type in "researcheable" Archology (one in the bottom of the list). It is assign to a wrong facility group than city-megapolice-metropolice facilities. I am pretty sure it is a type, but please check it.
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May 7th, 2002, 04:46 PM
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Corporal
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Re: Proportions mod Version 2.2 released
PvK,
As always, your effort in this endeavor is appreciated.
This is the only mod my wife and I play. Looking forward to the AI tweaks so that I can port them over to Atrocities' Star Trek races (another excellent magnum opus).
[ 07 May 2002: Message edited by: wr8th ]
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May 7th, 2002, 09:54 PM
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National Security Advisor
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Re: Proportions mod Version 2.2 released
quote: Originally posted by oleg:
PvK, please either move Organic generation into a separate group or at least put them below Organic farms in facility.txt.
I think 99.9% people play SE IV with "show only latest" on in constraction window. As it is now, organig generation facilities are invisible, being override by organic farms. To build them, I must to uncheck "latest only", put them in queue and swith "latest only" back. Extremely inconvinient. Even worse, every time I research, for example, space yards II and press "upgrade facilities", SE IV tries to replace organig generation V with organic farms III
Heh, sorry about that. Yes, I'll make org generators a separate family. I never rely on the automatic "upgrade facilities" function, so I never noticed this.
quote:
I still do not like the lack of research requirements for Major city. The fact that several cultural facilities are available from start gives me headache: I must to switch off and switch on "onlly latest" if I want to build cheap town and constantly monitor construction every time I hit "upgrade facilities".
Worst of all, it makes impossible to programm AI to build cheap cultural facilities first and upgrade them later (it always build th latest available). PVK, please assign some research requirements to low-level facilities. IMHO, it will make this mod even more flexible and interesting.
Ya, I see how that could help - I'll add an extremely cheap tech requirement so this can be controlled. Thanks for the suggestion.
quote:
I am rather confused with "unresearcheable tech."
It is only to make older save games compatible with 2.2, right ? Can I delete all these dummy facilities if I want to start a new game ?
Yes, that is an invisible and unattainable racial tech, that hides some items from selection without removing them, to allow older games to be upgraded to 2.2 without problems. It's only visible when browsing the data files or if you have "show all tech" on and are studying the tech tree database in Help. If you are starting a new game from scratch and playing by yourself, you can hack those out of the mod and it will work fine.
quote:
I think there is a type in "researcheable" Archology (one in the bottom of the list). It is assign to a wrong facility group than city-megapolice-metropolice facilities. I am pretty sure it is a type, but please check it.
I think you mean "typo" and "facility family", rather than "type" and "facility group". Assuming you mean that the facility family is "62," while the cities before it are "61," that isn't a typo. As the readme says, there are four categories of cultural facilities, and they are in different families in order to prevent abusive upgrades. That is, you can't upgrade a city to an Arcology; you have to start from scratch. There are two reasons for this. The first is that SE4 has a lame way of calculating the cost in cases like this (I put in a request to change this), so it would be a cheat that would undermine the hierarchy. The other reason is that an Arcology is defined as a completely different kind of city, which wouldn't save construction time by having an old-style city to start from.
PvK
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May 7th, 2002, 11:14 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions mod Version 2.2 released
"I think you mean "typo" and "facility family", rather than "type" and "facility group". Assuming you mean that the facility family is "62," while the cities before it are "61," that isn't a typo."
Yes, it is me who makes typos !
Thanks for clarification. They have been in the same group before, that's why my question. I was also puzzled why the very first item in the facility family 62 has a roman numerical 8, just like an extention of the Last item in family 61, which has the roman numerical 7.
I want to make my own small modifications to facilities, but get lost with "unresearcheble tech." facilities. Deleting them would greatly help me, thanks a lot !
I also had a funny experience with Proportion' AI:
Xi'Chung started in next system to me and become extremely agitated from the very start. At the moment I founded the first colony, we have been already at war. Xi'chung send a fleet of 8 ships to attack my colony, which had only 1 weapon platform. I thought it was doomed, but during the battle Xi'chung ships (all with direct fire weapons) did not attack planet but run into corners ! Glory to the divine wind that protect our people  !!!
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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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