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September 30th, 2002, 11:23 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Proportions mod Version 2.5 available
Not a bug but an annoying typo. "Agrarian" is spelt "Agrarian" not "argrarian".
What a pendantic bastard I am...
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October 1st, 2002, 03:33 AM
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Lieutenant General
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Location: Oxford, UK
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Re: Proportions mod Version 2.5 available
I see you left AI_designcreation.txt without changes but modified AI_construction.txt file.
Does AI now build nice mixture of ships or is it still escorts as major hull size ??
Theres is a bug in carrier design for most races such as eee/jraenar/phong... :
Carrier design gas "must have" launch/recover fighters and also launch/recover fighters as a majority component with "spaces per one=60". When AI choose carrier hull, it AUTOMATICALY fill it up to 50% with fighter bays. Then, when it reads "spaces per one=60", it load another 800/60=14(round up) fighter bays ! The end result is a carrier with bays and nothing else (well, except engines and 1 shield). Looking at list of miss. abilities, I am sure this is not what you had in mind !
Simple change "spaces per one=6000" in major. component results in much more blanced design, with cargo bays, supply, etc.
Also, as I mentioned before, there is a bug in Xiati research file - they never research second level of temporal studies and can NOT research temporal weapons for whole game and are forced to use DUC. Or is it intential because of TDB bug ??
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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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October 1st, 2002, 05:56 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 mod Version 2.5 available
Quote:
Originally posted by Phoenix-D:
PvK, what happens if you already have carriers and upgrade to the new Version?
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If you have already built some, you can either analyze your own ships to get the tech, or research the carrier tech, which you will have the Ship Construction and Fighter tech prerequisites for already, and is not a particularly expensive tech.
PvK
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October 1st, 2002, 05:57 AM
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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 mod Version 2.5 available
Quote:
Originally posted by dogscoff:
Not a bug but an annoying typo. "Agrarian" is spelt "Agrarian" not "argrarian".
What a pendantic bastard I am...
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This was of course done to keep in spirit with the original SE4 texts...
Thanks dogscoff - I will fix that. "Arg!"
PvK
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October 1st, 2002, 06:08 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Proportions mod Version 2.5 available
Quote:
Originally posted by oleg:
I see you left AI_designcreation.txt without changes but modified AI_construction.txt file.
Does AI now build nice mixture of ships or is it still escorts as major hull size ??
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I haven't seen the AI building mostly escorts for a long, long time. If you run a High tech game and just look at the first few turns, maybe, but generally I haven't seen any problem with the AI building a nice mix of ship sizes, as long as they are programmed to. The races you made do this, for example. I was running a major war against the Nostropholo AI, for example, and it was mainly building its largest ships (light cruisers at the point I was playing).
Quote:
Theres is a bug in carrier design for most races such as eee/jraenar/phong... :
Carrier design gas "must have" launch/recover fighters and also launch/recover fighters as a majority component with "spaces per one=60". When AI choose carrier hull, it AUTOMATICALY fill it up to 50% with fighter bays. Then, when it reads "spaces per one=60", it load another 800/60=14(round up) fighter bays ! The end result is a carrier with bays and nothing else (well, except engines and 1 shield). Looking at list of miss. abilities, I am sure this is not what you had in mind !
Simple change "spaces per one=6000" in major. component results in much more blanced design, with cargo bays, supply, etc.
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I wasn't aware of this. I'd seen carriers from the Terrans looking ok, but I hadn't studied it much. I'll check it out, thanks.
Quote:
Also, as I mentioned before, there is a bug in Xiati research file - they never research second level of temporal studies and can NOT research temporal weapons for whole game and are forced to use DUC. Or is it intential because of TDB bug ??
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Ach, yes, I see you're right. Funny, since I'd seen them doing extremely well even without the temporal weapons. And, there is a variant of the Xiati that doesn't even have Temporal Knowledge. It's kind of interesting, but inefficient. Probably not too bad because of the TDB bug, as you mention, but ya, I should fix it.
Thanks!
PvK
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October 1st, 2002, 06:16 AM
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National Security Advisor
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Re: Proportions mod Version 2.5 available
"I haven't seen the AI building mostly escorts for a long, long time."
I'm doing a MP Proportions game, and the Sergetti seem to be building mostly escorts. (as in, 20 escorts, 2 carriers, with the odd light cruiser thrown in somewhere) Unless that isn't an AI that has been tweaked..?
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 1st, 2002, 07:03 AM
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Second Lieutenant
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Join Date: Oct 2001
Location: California
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Re: Proportions mod Version 2.5 available
What about a MP junkyard and proportions? crazy hard. and very slow, sounds like something for TCP/IP or for you ministers
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Come join the forces of democracy and fight for independence from Totalitarianism, Dictatorships, Emperors and Empresses, Oligarchys and Fundamentalists at SE4 by Committee
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