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February 26th, 2004, 06:59 PM
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Yes, Proportions shouldn't have any problems with the new patch. The AI will behave a bit differently with colonizers - should hopefully be better with them now, and with its economy.
If anyone notices any issues, please let me know.
PvK
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February 26th, 2004, 08:52 PM
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I'm using an slightly modified Version of Proportions 2.5.3, and I'm worried that installing the new patch may erase my changes.
Do I have to reinstall proportions and/or SE4 to install the new patch?
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February 26th, 2004, 11:03 PM
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National Security Advisor
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
No, the patch doesn't touch Proportions. Proportions files aren't affected, and when using the mod, the mod's data files are used instead of the game's patched data files.
Meanwhile, all the hard-coded changes (AI, interface, bug fixes, etc.) work fine, and I don't know of anything but improvement when using Proportions.
Sometimes you do need to make a fresh install of SE4 before the finicky installer will run. Other times, you don't. If you do, you can then copy your old Proportions files into the new SE4 install, and it'll work fine (assuming the copy goes right).
The main issue with mods and the new patch is that mods don't get changed by the patch, and a few of the mod changes are in the data files which mods need to include. This is why I made a new Version of PvK Balance mod - because it doesn't change the data, so if you use Version 1.0 of PvK Balance with SE4 1.91, a few of the the SE4 1.91 changes get set back to 1.84 status - like the population curve, and component and facility tweaks.
PvK
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March 1st, 2004, 03:26 PM
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Lieutenant General
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I played few proportions games with new patch and is quite impressed. AI use pop. transports MUCH more efficient now. However I suspect Aaron simply changed max. population to send transport from 500 to 50. I might be mistaken here but that is my impression. It would be much better if that value is determined in settings.txt than hardcoded 
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March 1st, 2004, 03:43 PM
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
How can I mod in more than one militia unit per pop unit?
I modified my proportions settings.txt to get one per one, but I haven't found how to get more than one.
The point its, that infantry weights 1kt, and since a million pop weights 1000 kt, that means that one infantry have 1000 soldiers, right?
So if one million pop gives me one militia unit, that would mean 1000 soldiers out of one million, which seems to me completely unrealistic in the case of an alien invasion who undoubtely would unite all possible factions in any given colony against them.
I'll say that one million pop should give 10 000 militias, or maybe even 100 000, if we assume that the local authorities would draft all abled male for planetary defense.
If its not possible to have 10 or 100 militia units out of every pop unit, then I guess the only way would be to scale the single militia unit to represent 100 000 soldiers, keeping in mind that 1000 milita soldiers should be weaker than 1000 infantry.
Can anyone help me to enter the right values on the settings.txt to make militias like this, keeping that value within Proportion's combat values?
I fear I may overpower the militias.
__________________
Traits:
Siegebreaker: +1 command when under siege
Good-looking: +1 influence
Social drinker: +1 influence
Obsessional trainer: +1 morale to troops, forced march
Devout: -1 influence
Administratively inept: -2 management
Retinue:
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March 1st, 2004, 04:18 PM
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
__________________
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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March 1st, 2004, 09:19 PM
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National Security Advisor
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by oleg:
I played few proportions games with new patch and is quite impressed. AI use pop. transports MUCH more efficient now. However I suspect Aaron simply changed max. population to send transport from 500 to 50. I might be mistaken here but that is my impression. It would be much better if that value is determined in settings.txt than hardcoded
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I did re-iterate the request for being able to mod that during beta. The patch notes describe a new algorithm that replaces the old threshold. IIRC it simply goes to the lowest-populated colony, unless a ship is already going there. Should be pretty effective for Proportions, given its population curve.
PvK
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